Board Thread:Role Ideas (Town)/@comment-40049963-20190706131138/@comment-40049963-20190707072510

So, on the walls, they're hastily built defenses more or less. They are sturdy enough to withstand an attack (forcing an attacker to spend a night dismantling them). As for longevity, it will last two nights instead of forever. If you decide to build another barricade onto another player, then regardless of how many nights it existed on the previous player, it will come down due to decay by the morning. You can effectively protect two targets at once from attacks, but that will be a rare instance, and both will be open afterwards. You won't enter a day session with two barricaded targets.

On enjoyment, I get what you are saying. The carpenter should know, and that's my oversight. As for the Werewolf breaking through, I did say that once the barricade is down, abilities would go through, so the rampaging WW would kill the visiting Doctor, but the target in the house would still live.

On balance, I intentionally made it so some town roles would also get blocked. I feel like, if it were only evils who are prevented, then on top having to dismantle a barricade it feels overpowered towards the town. I get what you are saying about other stuff though.

So, with the concept of neighbours, it's basically the nearest two players to you, both clockwise or anti-clockwise, or if you want to use the player list, the closest player above and below your number. I'm not saying that it's necessarily a balanced mechanic given that there is nothing in the game that utilises this. It's a text based game. I just thought it would be an interesting concept to have a role that can work with that.

Verdict is fair. I'm not sure if I'd lower to two defenses given the temporary nature of them, but notifying the player they protected someone should be natural and I forgot to add that.