Also, BK is pretty good at being scum. It would help his scum game a lot if he could ever play a town game.
I rolled it up, saw the team, thought "Yeah, that's a cool interesting team," and it didn't even click until someone said it that BK is always scum.
Speaking of, Scavengers, how did you like your class?
I feel like the scum team gets less benefit from the random item game in general since they can't both night kill and use an item. Having more items was of less use and the innate qualities of the class I.e. kill bypassing or redirection resistance would have been more useful.
Interesting. It'd probably be great for a non-kill third party, and I'm fine with third parties getting more utility out of classes; they typically need help.
For the record, 6/9 players picked Random; I randomized everyone, then rerolled a random townie into Scavenger so that I could see both sides of the equation. Jim's Scavenger was naturally rolled.
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Web:
I can do 51% shorten. I forget why I changed it, but I think I was just messing with the numbers?
Day start generation is an interesting idea. The catch is that it contradicts your later point of item claiming; town can better coordinate the night traps.
Yeah, I was worried about Scavenger generation; they didn't get any rares but they got plenty of uncommons. I could make them only get the extra item on odd days, but with the reduced percentages always.
I would be terrible at remembering to handle scaling percentages. But I had another idea; keep reading.
Is 3% artifact too much, or just better rare chances? Or maybe another 15% moved from common to uncommon? It is pretty weak in shorter games, because one dud and you're stuck if you can't find a wand or staff.
True public public pool... it'd turn into a bluffing game as to who wanted to grab what, on the case of people picking the same item. It'd also be much worse for me if I screwed it up. I don't that adds enough to justify keeping it.
On classes, and Mafiakills:
I was trying to think of a way to handle the Mafiakill. The bonus action's certainly a possibility; it's been done in
other gametypes to allow a mafia power role to act and kill. We could just allow this (and (especially) to kill-type SKs) as a possibility. I also considered a "Potion of murder" but with a better name that let you also perform a Mafiakill, and either give each mafioso one at game start or give the team 2-ish collectively. But is it really that hard on the town to give Mafia kills as a bonus action?
While I was considering that, I thought that perhaps many class abilities could be offloaded into starter potions (Rangers get a potion that blocks blocks/redirects for the night it's used, for example, but I think the warrior is fine as is.) That's odd in flavor, but mechanically better? The amount would have to be tweaked; if Rangers got one of those potions they'd be pretty terrible.
Another idea is to put one (or two slots, to give it a slight bias) slots in each rarity that are "CLASS SPECIFIC ITEM" and if you roll that slot, you get a [rarity] item that's specific to your class. For example, an Archeologist might have as uncommon a ring that further boosts their rarity levels, or a common potion that boosts their next item up one rarity level. Priests might get a rare scroll that grants another player a revive that lasts until it is used. Stuff like that.