Difference between revisions of "The Council shopping list"
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− | Notes for possible costings for basic game actions (where x is the number of Council members), feel free to add more. | + | Notes for possible costings for basic game actions (where x is the number of Council members), feel free to add more. The intention here is that these can be used as starting points for proposals, or used as counterweights where balance is needed. |
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+ | All of these (I think?) will get more expensive as the game progresses, as the more information that the (non-Rebel) group has, the more value they can get out of choosing how to apply any given mechanic. (Resurrection - which is a bit of a red herring here as it couldn't be used on day 1 anyway - becomes more valuable as the bodies pile up and the group can choose to bring back someone the group really trusted, or who seemed to be on the brink of a revelation, etc, assuming other rules were by then in place that would allow the resurrected player to at least blurt out some secrets before being night-killed again.) | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Can be immediately undone by a Night kill | | Can be immediately undone by a Night kill | ||
| Kevan | | Kevan | ||
+ | |- | ||
+ | | Creation of a "you cannot die at night" amulet | ||
+ | | 2-5 hours | ||
+ | | Kevan: "Best case for the Things is that it gets handed out at random to a Thing, or to an ineffective player they're in no rush to kill; worst case is that it goes the most trustworthy-seeming Human and stays with them all game (which would make Night Kills maybe 20% less effective if the Things always wanted to kill the cleverest or most trusted Human, moreso if there are other objects or abilities in play that make some Humans more powerful or proven-trustworthy than others). Since it's a physical object it can be moved around at will, so even if it starts off as the best case it will shift to the worst case over time. So over a game lifetime in that model, where it's useless on the first night and increasing in use later, that could be said to be reducing the Night Kill effectiveness by maybe 0.4 Kills total over the whole of the game: which would be costed (if 12 hours = 1 death) at 5 hours." | ||
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+ | Josh: "So I'd reject the framing that such an object would make the night kill even 20% less effective; I'd say that there's a 10% chance that it could make the night kill 50% less effective, and a 90% chance that it has no impact at all." ("So your take on a straightforward gun amulet would be 0.1*0.5*4*12 = 2.4 hours?") "Just one guy's take, but 2 hours ish - yeah. Not really a maths issue, quite subjective." | ||
+ | | Kevan and Josh, during the Thing game | ||
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| Disclose the role of a named player | | Disclose the role of a named player | ||
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A 2/7 chance of 27 hours and a 5/7 chance of 2 hours = 9.1 hours." | A 2/7 chance of 27 hours and a 5/7 chance of 2 hours = 9.1 hours." | ||
| Kevan, during the Thing game | | Kevan, during the Thing game | ||
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[[Category:The Council]] | [[Category:The Council]] |
Latest revision as of 16:02, 12 January 2021
Notes for possible costings for basic game actions (where x is the number of Council members), feel free to add more. The intention here is that these can be used as starting points for proposals, or used as counterweights where balance is needed.
All of these (I think?) will get more expensive as the game progresses, as the more information that the (non-Rebel) group has, the more value they can get out of choosing how to apply any given mechanic. (Resurrection - which is a bit of a red herring here as it couldn't be used on day 1 anyway - becomes more valuable as the bodies pile up and the group can choose to bring back someone the group really trusted, or who seemed to be on the brink of a revelation, etc, assuming other rules were by then in place that would allow the resurrected player to at least blurt out some secrets before being night-killed again.)
Effect | Cost | Working | Working done by |
---|---|---|---|
Resurrect a dead player | 12 hours | Can be immediately undone by a Night kill | Kevan |
Creation of a "you cannot die at night" amulet | 2-5 hours | Kevan: "Best case for the Things is that it gets handed out at random to a Thing, or to an ineffective player they're in no rush to kill; worst case is that it goes the most trustworthy-seeming Human and stays with them all game (which would make Night Kills maybe 20% less effective if the Things always wanted to kill the cleverest or most trusted Human, moreso if there are other objects or abilities in play that make some Humans more powerful or proven-trustworthy than others). Since it's a physical object it can be moved around at will, so even if it starts off as the best case it will shift to the worst case over time. So over a game lifetime in that model, where it's useless on the first night and increasing in use later, that could be said to be reducing the Night Kill effectiveness by maybe 0.4 Kills total over the whole of the game: which would be costed (if 12 hours = 1 death) at 5 hours."
Josh: "So I'd reject the framing that such an object would make the night kill even 20% less effective; I'd say that there's a 10% chance that it could make the night kill 50% less effective, and a 90% chance that it has no impact at all." ("So your take on a straightforward gun amulet would be 0.1*0.5*4*12 = 2.4 hours?") "Just one guy's take, but 2 hours ish - yeah. Not really a maths issue, quite subjective." |
Kevan and Josh, during the Thing game |
Disclose the role of a named player | (14x-34)/x hours | "Okay, pricing that cold where the Humans name a player completely at random at the very start of the first day of the game:
A 2/7 chance of 27 hours and a 5/7 chance of 2 hours = 9.1 hours." |
Kevan, during the Thing game |