Vitality/toughguy has a couple of things that make it interesting. First it's a two day spell, so you cast it night one, and it provides protection through night one and night two. Second you know you've been hit, but you get to discuss your thoughts after being hit, and lets you participate through half of the day, in a position where town takes everything you say as coming from a town perspective. Plus its cheap as shit.
Basically I have this envisioned as a spell you might cast when you were worried about being targeted, but didn't have better options. Also, its REALLY cheap.
I don't see it as being a bastard role. Some people just come across as scummy in their town games (guilty as shit here). This spell provides an opportunity to get out of that, at least once. By only giving it to town (scum couldn't use and it wasn't offered to SK) it provided a towny with an opportunity to stop one mislynch, and that I think is valuable. Plus, it's expensive which means there is a reasonable opportunity cost.
I was actually sad to see no one pick this spell. It's very powerful, but very situational. Picture someone having used that on day 1. They would have been told no scum were on the vote. That person just town cleared six people, five of whom lived through the night. That's over a third of the game. That was the same for both the other two votes. Since scum saw that spell as an option (scum saw every spell option except the unique SK spell, and the hunters retribution) I would have expected them to make sure at least one or two was always on the wagon. Now of course, should the wagon only be 4 ppl and 1 scum, it's less effective, or gods help you its a 7 person wagon with 2 scum, and you still have to sell your results. Still it has the potential to be a very powerful spell, and was largely responsible for a town win the last game I used this ability.
No I mentioned that I erased the spells used by players as they went so I could keep an account of what spells they had left. You can see which abilities they used on the actions tab.
[/quote]
Same as above.
One other thing worth mentioning in regards to Zack's spell choices. I had meant for players to be able to pick up to two versions of any spell tier 1-3, and only one each 4 and 5, but I forgot to mention that in the PM, so I let it slide when Zack wanted two cops. I would have probably drawn the line at someone wanting two incinerates, and definitely would have for two tier 5's. That restriction is definitely something I would impose on using this setup again.
Bookmarks