Board Thread:Role Ideas (Town)/@comment-38593192-20191108135852/@comment-28092296-20191130165658

I feel as though there's an easier way to shorten and simplify your role. You've got a lot going on right now, and I understand what you're trying to say and how you're designing the role (I've made very long roles too, lol), but right now, the lore, the sheer amount of mechanics and the complexity of the mechanics don't fit.

To put this in perspective, here's how many mechanics your role has:

- You need 3 cows to attack

- You can trade to get cows by trading

- Trading bypasses transports and controls

- You have three different trading methods, each with their own different requirements

- Method 1: If the player was visited by 2 or more people

- Method 1 (con't): You get the same amount of cows as the same amount of visitors

- Method 2: Get 2 cows if your target dies

- Method 3: If your target recieves a message coming from another player

- Method 3 (con't): You get 1 cow for each message sent to the player

- You will die if you have 0 cows and can't get a cow by the end of the next night

- You will rapidly lose cows if you attack a Town member

- You can't recieve whispers

- You will lose cows if you attack a Werewolf

- You don't see messages on who visited you

- You know if 1 or more people visited you

- You start the game with 3 cows

Aaaaannnnd here's the mechanics that the Jailor has:

- Chose to jail someone during the day

- That night they will be jailed

- Jails stop all visits from going through

- Jailors can execute their jailees

- Jailors can talk to their jailees (and vice versa)

- Jailors lose their executions if they kill a Town member

- Jailors have 3 executions

- Jails count as roleblocks

What I'm trying to say is that your role is very complicated. You could definitely change up your role to make it more simple, For example, the 'no whispers' and 'no visits' mechancis are really random.

I get that you put those in to stop people from confirming themselves, but all Escorts, Doctors, (etc.) can confirm themselves on another player, like a Retributionist Jailor.

I would also give the same advice about the Werewolf and attacking-town-members mechanics. They can be shortened down—such as removing the Werewolf bit, and changing the rapidly losing cows to suicide or no attacking entirely like the Jailor or Vigilante.

The idea behind trading cows is pretty cool, I will admit. You have accomplished your goal on making a creative and original role (in my books), and I think that if you did some tweaking to the ways you get cows, trading for cows would be pretty solid (You could probably cheat the trading for cows thing by having multiple people visit the same person and getting some cows every night).

I'd also like to hear why the mechanics are formatted the way they are. Why did you add the Werewolf thing? Why did you make this role about cows? Etc.