strike wolf wrote:That's the thing. If a kill is stopped we don't know if it's because the killer was roleblocked or the target was protected. Mafia however has more information than we do and could very well deduce whether it happened because they were blocked or the target was protected and in the latter case, they now know who the doc is because of your plan. This is the very point that Charle brought up and you ignored. Now let's say the Doc's number is 2 and the roleblockers is 5. If mafia has a role blocker then Mafia could choose a member who is 5 away from one player to perform the kill, elect a player 2 above them and role block that player to make sure they won't be blocked and their target won't be protected. If the player is vanilla or a role that doesn't receive a role block message which is a strong majority of potential roles then town may never know that the player was role blocked. Mafia could also do it to frame players. They could elect to block player A who corresponds to player B in order to frame it that Player B is mafia.
Jailkeeper is an even worse example as even if we know their action prevented the kill, we don't know if it's because they blocked the killer or protected the target.
Thank you Strike the above is a serious argument and I have been and still am pondering it.
(It is actually difficult to scenario game it out - the matrix is fiendish.)
Yes mafia could attempt to employ a counterstrategy against it - they might not but they might and there would be no way for town to know that they have if they did or actually what any counterstrategy was.
They wouldn't however know until a Power Role (PR) has died if they were hitting or targeting a PR - they wouldn't be able to predict that - correct?
Night 1 with no lynch D1 they would have a 3 in 12 chance of killing a PR.
Night 2 with no lynch D1 or D2 they have a 3 in 11 chance of killing a PR etc etc
(No kill in a night becomes valuable information for Town later in the game if we have traceability back - correct?)
It actually (I believe) all boils down to whether knowing later in the game who a PR performed there action on is worth more than free choice/judgement.
The information is lost if a PR dies before revealing if there is no traceability.
With traceability not tracking a killer is arguably actually a good result.
Tracking a killer only has a 1 in 14 chance of success anyway ok it could be lowered if there is a scum counterstrategy.
There is also a dilemna apart from a scenario where a killer is tracked whether or not to reveal at any point what a PR has done.
My belief is that with traceability knowing who did what either when a PR dies or is exhausted will allow rational logical deductions to be made later in the game, largely by PRs not needing to declare what they did too early.
Mine is an intuitive feel of how the matrix works and therefore how best to work the matrix.
The maths of proving or disproving probably actually would need a specially programmed supercomputer.
At the moment I'm still of the view that the Pros of Traceability outweigh the Cons.
(There are ways of voting on this and so overcoming the we don't know if a PR is following the strategy or not objection that was raised earlier)