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But what are they for, other than to artificially prolong the game?
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But what are they for, other than to artificially prolong the game?
Probably to prevent roles that are crucial to the game from being eliminated randomly at the beginning, which would lead to a loss.
They usually have a hard time anyway, if they aren't too strong, and if they don't kill the target, then they might block the next night, and so on, which is a real problem. In that case, it's better without them, or maybe don't make the roles too strong, I don't know.
although, based on his actual abilities, it's very difficult to kill him
Here, it's important to decide what you want from the setting – a beautiful design that matches the concept and plot, or a balanced game.
You can achieve two goals at once.
I would also remove the immunities for the first night, by the way.
Percentage-based damage can be countered by execution, pierce, or other abilities. Non-deterministic damage reduction could be introduced.
I wrote about this at the beginning.
And in that case, imagine if all percentage-based units also had defenses.
Unless the GM tweaks the numbers to "balance" the situation.