But what are they for, other than to artificially prolong the game?
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.
(Закон сохранения).
New here? I'm Roha — want a quick tour?
But what are they for, other than to artificially prolong the game?
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.
(Закон сохранения).
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.
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.
(Закон сохранения).