Being the one behind this setup, the daytalk is worded that way to keep town in the dark intentionally. As its been pointed out without the recruit daytalk is not the strongest, this gives scum a mild advantage of when claims shake down it looks like there is one too many town PR claims.In post 1003, yabbaguy wrote:I'm kind of one of those guys who likes games to be nice and consistent, so I wish it was "Change a Goon to Mafia Encryptor (daytalk enabler)" instead of "Enable daytalk", so that every ability involves tinkering with role names. The only noticeable differences are that a) it gives Town a clue if they flip about how many PRs exist and b) if combined with Recruit Traitor, could result in 2 Mafiosos' Day communication being severed if the wrong person gets lynched first.
Either way I still think that the best move for scum is actually to pick no PRs, and if anything just take the JOAT. With no PRs only two town roles pop up, and the biggest danger would be BG + Tracker/GC draw from town. The more PRs it starts getting to a situation where there are a higher number of threats and less options for scum. Its a predictability thing, you don't want to suddenly see something like BG + Tracker + RB + IC or anything like that as scum because that's going to be a pain to crack as you could have just picked the wrong counters to start. Plus Track and RB together are deadly when there are only two scum, and are roles that increase in power quickly with lower number of scum