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Loved: Difference between revisions
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| Introduction = A '''Loved''' player is harder to eliminate, requiring one additional vote. | | Introduction = A '''Loved''' player is harder to eliminate, requiring one additional vote. | ||
| Standard = A Loved player cannot be eliminated unless they have one vote above the normal elimination threshold; for example, in a game with 9 votes in play, the elimination threshold would normally be 5, and thus a Loved player would require 6 votes on them to eliminate. | | Standard = A Loved player cannot be eliminated unless they have one vote above the normal elimination threshold; for example, in a game with 9 votes in play, the elimination threshold would normally be 5, and thus a Loved player would require 6 votes on them to eliminate. | ||
| Variations = To stop a Loved role effectively becoming a | | Variations = To stop a Loved role effectively becoming a Diplomat, the Loved modifier often stops working during [[ELo]] and [[MeLo]]. | ||
[[ | [[Diplomat]] is another role that makes players harder to eliminate (but is much more thorough about it). | ||
| Use = Loved normally doesn't have a huge influence on a setup; it's normally easy for players to add an additional vote when they discover that the day hasn't ended. It's thus normally only relevant in two scenarios: intervening in a quickhammer attempt, and screwing up an ending. Both tend to be fairly powerful effects (and fear of the latter make cause a player who's been determined to be Loved to be eliminated as a precaution the day before ELo), but are also unlikely to trigger in practice. | | Use = Loved normally doesn't have a huge influence on a setup; it's normally easy for players to add an additional vote when they discover that the day hasn't ended. It's thus normally only relevant in two scenarios: intervening in a quickhammer attempt, and screwing up an ending. Both tend to be fairly powerful effects (and fear of the latter make cause a player who's been determined to be Loved to be eliminated as a precaution the day before ELo), but are also unlikely to trigger in practice. | ||
| Advice = There is very little reason to claim this role until it actually triggers; when an elimination on you unexpectedly fails to go through, you've proved your role and will have a chance to get people to re-evaluate. Other uses tend to require the game being in [[ELo]] (and the role being usable there). | | Advice = There is very little reason to claim this role until it actually triggers; when an elimination on you unexpectedly fails to go through, you've proved your role and will have a chance to get people to re-evaluate. Other uses tend to require the game being in [[ELo]] (and the role being usable there). |
Revision as of 22:29, 16 December 2021
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A Loved player is harder to eliminate, requiring one additional vote.
Standard version
A Loved player cannot be eliminated unless they have one vote above the normal elimination threshold; for example, in a game with 9 votes in play, the elimination threshold would normally be 5, and thus a Loved player would require 6 votes on them to eliminate.
Variations
To stop a Loved role effectively becoming a Diplomat, the Loved modifier often stops working during ELo and MeLo.
Diplomat is another role that makes players harder to eliminate (but is much more thorough about it).
Use & Balance
Loved normally doesn't have a huge influence on a setup; it's normally easy for players to add an additional vote when they discover that the day hasn't ended. It's thus normally only relevant in two scenarios: intervening in a quickhammer attempt, and screwing up an ending. Both tend to be fairly powerful effects (and fear of the latter make cause a player who's been determined to be Loved to be eliminated as a precaution the day before ELo), but are also unlikely to trigger in practice.
Play Advice
There is very little reason to claim this role until it actually triggers; when an elimination on you unexpectedly fails to go through, you've proved your role and will have a chance to get people to re-evaluate. Other uses tend to require the game being in ELo (and the role being usable there).
As town, it's nice if scum tries to quickhammer you, as that will give the scumteam away without actually being able to kill you. Self-voting for this purpose is probably too obvious, though (unless you can disguise it as a failed hammer-testing gambit).
As scum, play the long game (and quickhammer a townie at 4:1, or anyone but yourself at 3:2); if you can reach a 2:1 ending, you've won even if town know who you are; because as three votes are needed to eliminate you, with only three players alive, you'll become a Prince unless you decide to vote for yourself.
Sample Role PMs
The standardized Role PM for "Loved" describes the passive ability as follows:
- As an unmodified passive ability:
eliminations on you require one extra vote.
(edit)
- As a passive ability with a modifier:
the nth elimination on you requires one extra vote OR eliminations on you require one extra vote on day n.
(edit)
Example (unmodified)
Welcome to game! You are a Loved Townie.
Eliminations on you require one extra vote.
You have no active abilities.
You win if all threats to the town are eliminated and at least one town-aligned player is alive.
Confirm by replying to this PM with a summary of your role.
Example (modified)
Welcome to game! You are an Odd Day Loved Townie.
Eliminations on you require one extra vote on an odd-numbered day.
You have no active abilities.
You win if all threats to the town are eliminated and at least one town-aligned player is alive.
Confirm by replying to this PM with a summary of your role.