As for giving the detective automatic immunity: I would rather there be two nurses and it be a race for the town and mafia to figure out who the detective is; upon finding out the town can stick a nurse to them.
It'd most likely be the Mafia and Detective claiming Detective and both getting lynched, and it'd still run the risk of the Detective dying immediately, which would guarantee a Mafia win. With night hit immunity, even if a Mafia claims Detective, the Detective isn't obligated to counterclaim; he can bide his time, communicating privately with those he confirms instead, among other ways he could proceed.
The Detective doesn't have a lot of viable options against 4 Mafia in a no reveal game, unless he doesn't have to worry about night hits.
Giving someone automatic immunity - especially since that person isn't guaranteed to be active - seems like a major waste of ability.
If the Detective isn't active in any of these setups, the Town is almost guaranteed to lose.
Additionally, the Detective/Nurse combo requires both the Detective and Nurse to be active, otherwise the Detective may as well be dead.
I'd have no problem with reducing the mafia back down to 3 (surprising how close this is getting to the original game layout) but I was led to believe then it favored the town too much.
Well, what I said was:
I just don't see Mafia having any realistic way of winning in 1:4 setup with revealed roles, a shared hit, and a Detective that gets definitive alignment confirmation.
Without revealed roles, 1:4 is fine.
Would revealing rolls even it out again?
There's three realistic options (Roy left out his own!
I made it #3
)
1) Reducing the Mafia to 3 is the simplest way that ensures a fair balance.
2) Changing to reveal shifts the advantage from Mafia to Town, in part because it augments the Detective in a number of ways. Other things would also need to be changed to account for the Detective becoming a role that dominates and potentially breaks the game (since reveal helps Detective significantly).
3) Removing the Nurse and giving the Detective night hit immunity is another way to ensure a fair balance. The Town can easily lose even if the Detective never dies, and the Mafia would have a number of strategies for killing him still (all involving lynching of course). The Detective could focus on player interaction since he wouldn't need to worry about random hits, and the chances of the game being ruined by the Detective dying at random would be 0%.
Edit: For clarification, only one of these options should be considered, not any combination of them.
Post has been edited 2 time(s), last time on Jan 16 2013, 2:44 am by Azrael.