Keep in mind, Sk also has a dedicated miller which mitigates the effectiveness of the dedicated cop a bit. But actually thinking about it, maybe full bulletproof is the solution. It’s also somewhat flavorful, since changeligs are quite hard to kill.
It doesn't mitigate it quite as much when you consider that the SK cannot actually claim that role without being counterclaimed. I'd really want to give them something to avoid being exposed, because that is really really unfun. Maybe X-shot Commuter or something along those lines. Though in that case "No result" may still out them. Having an SK Cop just seems like a pretty bad idea, I'm not sure it can work.
Hmmm. The heart of the setup really is the idea of three cops that each investigate a different faction, but only two of those factions are in the game. I think if I remove the SK cop it kind of kills the whole thing.
I'm not sure I agree with you. I mean, yes, if I'm the SK and I get SK-copped it really sucks. But it's not like that's a random event I have no control over. The SK needs to play in such a way that the cop doesn't target them, or they need to figure out who the cop is and kill them before they catch them. It's hard, but it's not impossible. And the first night, if they're bulletproof, they have a 1/17 chance of being investigated-- pretty good odds.
The other thing I could do is add more roles to the pool and have some roles not in the game. That makes fakeclaiming a little more possible. I would probably auto-include the main cops, but I could definitely put Odo on the rotating in and out list.
Also, other folks feel free to weigh in. I'm very open to feedback before the game starts, that's the beauty of an open setup.