Board Thread:Role Ideas (Custom Game Modes (Setups))/@comment-28092296-20180618095004

Shall we? (Skip to the bottom if you want to see what I think the role list should look like! :) )

First Suggestion: Remove the Psychic; Replace with Lookout

The current state of VIP mode, there are four Town Protective roles, plus a Town Support role that could be Transporter and a Guardian Angel. That's too many roles that can offer protection. In addition to that, the role list also puts a Psychic on it, basically insuring that somebody will be a confirmed Psychic, and will probably have a TP on them (given that there's already FOUR of them just milling about). Psychics are roles that require players to claim roles, so putting Psychic into a gamemode with a set role list is not a good idea. Why Lookout? Reason being Lookout is a much easily role to get away with, plus Lookouts won't be on the VIP and can be used as claims for the Coven Leader.

Second Suggestion: Remove the Trapper; Replace with Town (Protective) randomized role.

This one I say with a tiny bit of reluctance, but I'll say it anyways. The Trapper should be swapped out with a Town (Protective) randomized role—for claiming space.

Third Suggestion: Replace the Random (Coven) with the Necromancer

This is only done for balancing purposes. Obviously, Poisoner might be a stupid choice since there's a likely chance that a Doctor is in the game. Hex Master is also a bad choice. With the Necronomicon, Hex Master can bypass Town Protective roles and kill the VIP—it's also a bit hard to get a final hex down as a Hex Master, since there are so many TP roles that would kill a Hex Master before everybody gets hexed. Besides, Hex Master has a low necronomicon priority.

Fourth Suggestion: Replace Guardian Angel with Executioner

Mostly because all claims of somebody being evil will come from a Town member and never the Coven; this discredits all claims. Additionally, Guardian Angel doesn't add much to the game and isn't integrated with the other roles. 