prince cant choose kills
hegemon cant choose kills
painter screws it anyways
but it is still a problem for maelstrom
storyteller decides which minion takes the nightkill (although in text games ppl coordinate so it doesnt matter a ton)
i will usually pick the one that benefits evil the most, if theres a tangible difference
Summary:
Pacifist (Townsfolk): Executed good players might not die. The first crucial good player executed must not; players you do not want saved will not be.
The Pacifist should be used in ways that the player with that token can play around and approve of its usage and benefits.
The Pacifist should save in such a pattern thatâs very distinguishable from DA and in such a way that it confirms good players with powerful abilities.
The Pacifist should not be run in such a way that it obfuscates information from other roles. Every time a Pacifist save occurs, the Pacifist should realistically be able to narrow the causes down to either their ability or DA.
Before a player is saved from execution, a Pacifist should be able to assume that everyone who previously died from execution was not someone the Storyteller deemed particularly valuable to keep alive for good.
The Pacifist is meant to be very similar to a Tea Lady in terms of design: it is a confirmation role that must direct executions in order to confirm good players.
With this in mind: in the case of good Storytelling, even if the Pacifist ability seems to work on a suspicious player, the Pacifist can easily assume it didnât because by analyzing the context, you can often easily determine that a good ST wouldnât Pacifist save someone the town would kill again anyway, thus confirming DA.
The argument that roles such as Pacifist and Savant should be kept purposefully weak in order to âgive evil a chanceâ is nothing more than a strawman. Evil has the option to kill the Pacifist in order to prevent them from saving people â they should be incentivised to do that. No more innocent Pacifist-- when the role is run in a respectable way, it becomes just as much of a threat to evil as a Tea Lady, which is the way it should be.
(Not mine, obvs.)
Thatâs not really what a strawman isâŚ
Did you just temporary post
What?
I recognize the writing style and the ability
This is bona fide from temporary
I wouldnât call his takes âhot takesâ but he argues with conviction for sure
Oh, you mean the person who wrote the article.
Yes.
For the record, I agree with running Pacifist like this
I just uh, did not expect this to show up here
Is that temp on FOL
Woahhhh
its time to criticize this unfairly for no reason
Fr I donât think itâs too bad
Shugenja + Clockmaker is insaaaaanely strong though. Like, game solving levels of strong.
Vortox I donât think plays well though. Amnesiac and High Priestess get fucked over, while Undertaker gets info thatâs obnoxious to make believable while false. And we canât forget Poppy Grower + Vortox
Speaking of Poppy Grower, it makes Magician redundant and just deletes literally half of Spy because why not.
Then we have the thing where itâs Poisoner + all misinfo Demons, which can make actually solving incredibly difficult and often impossible because it just creates a tangle of possibilities.
I think a lot of my issues with it might be personal critiques (besides Poppy Grower/Vortox that is just a sin) so donât take it to heart. But keep it in mind.
would it be better to replace vortox with fang gu
replacing Vortox isnât a bad idea sure
I think any of Fang Gu, Imp or Lilâ Monsta could work
Legion if youâre feeling incredibly saucy but thats Legion
lilâ monsta worked poorly with monk+soldier
it works fine with Monk, its just the Monk saying âno, you canât kill this person STâ
understand soldier though