6150th poster gets a cookie (cookie thread (Part 7)) (Part 8)

If Points can’t give Abilities, then the best it can do should be Mechanics-related, such as Time, Vote, or Immunity. Hell, it might even go as far as Removal of Mechanic, though the price of that would be…

Actually, in order for these powerhouses to pop-off unobstructed, I actually need to nerf-and-buff anti-claims such that it targets specific abilities, rather than the entire role. (E.g., if Mafia says “target is RBer” when target has Jailkeeper, the ability should become Doctor?)

Holy bit, designing these roles is going to be such a painful task to do.

The ueqstion is whether abilities should continue being person-agnostic and different each night, maybe through a “pick from a few randomly generated abilities with randomly generated reliability/downsides”, or whether each person should have Their Own Thing going on

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Huh. Sounds a lot like my Deck of Cards FM.
(They probably share same nature, to be honest.)

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Like how much should randomness be in the setup versus design

id say A tier. really doesnt do much but is def solid.

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If it’s possible for me to come up with 52 unique low-powered abilities, then it’s probably feasible for you to do it as well.

Having said that, I’m currently considering to make a new set of 52 abilities again. This time, certain colors would correspond with another mechanic. (And I suppose duplicates isn’t a bad thing when I’m thinking of a game of this magnitude.)

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Dumb non-mahjong idea: have a spectrum between abilities between “always use it on a confirmed town” and “always use it on a confirmed mafia”, with dead center being a vanilla role. From there, a player decides a “help” number or a “harm” number: if they get higher than the help number, they get that helpful ability; if they get lower than the harm number, they get that harmful ability.
Let’s say that we use a pair of dice to decide: 2 would be “always use on mafia”, and 12 would be “always use on town”. You might set your help number at 9 and your harm number at 4. If you score a 10 or higher, you get the role that’s a 10 on the spectrum (maybe a doctor); if you score a 3 or lower, you get the role that’s a 3 on the spectrum (maybe a kill).

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This is a mess of a concept, but you get the principle.

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We did one for each riichi yaku, with the lower value ones being common/low-power roles and the higher value ones being powerful roles. All of these

The game already exists. I just don’t like it

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It would be fun to do an actual mahjong hand mechanic, where your risk/reward was determined by playing, again, an Actual Mahjong Hand. You draw and discard tiles and you can literally go for whatever yaku you want.

However, I don’t think enough people know mahjong to do that. Balatro mafia?

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Poker hands would be easier for most people to grasp. You get a hand, you can discard for a better one, the better hand you get the better your abilities?

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i claim straight

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Wolf

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what does “pot of greed” do

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Not particularly funny so I decline to answer

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okay. rude.

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I’m in the zone I’m thinking about maaaafia

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Concepts:

  1. You can pick what category of action you want (protective, investigative, etc) and then the quality of poker hand you get determines the quality of that action (this could be fairly easy to design but I think this might be too flexible?)
  2. Different people have different decks which can be optimised to do different things (think like Balatro’s Abandoned Deck with no face cards, or Checkered Deck with only two suits)

I guess you could also do “each person has a role, and hte quality of their hand determines the quality of their action”