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Social is fine. Evils normaly know what there going to do before the night anyway
Marshal is fine maybe even a bit too OP if used right just because people throw with it doesn't make the role an issue. You are describing the role as being too weak as its a game thrower while many people would argue against that it's just so strong that it sets the pace of the game from like a 6 or 7 to 11 ive seen more games end day 3 or 4 than ever before just because of this role but it's not necessarily only strong for coven or town both sides can also take advantage of it.
- for marshal: the issue is players aren't supposed to know the 1st lynch results during the group lynch, but only at the very end of the day. Making a marshal die to lynching a townie just feel too close to prosecutor (even if their main difference is ignoring other's votes). Maybe make marshal only able to lynch 2 players instead of 3?
- for socialite: while coven have a rough idea of what can be done next night, they might want to plan (ex: making a confirm play), share certain info (ex: witched targets roles), or discuss general plan (ex: next mislynch planned? knowing highest known threats?). ONE socialite have the ability to prevent coven from coorinating their actions for 2 nights (IMO, ideally N2 and N3). If there is even a 2nd Socialite, that's up to 4 nights where coven won't be able to coorinate in secret. While this doesn't remove the ability for coven to whisper eachother during day, town should now be even more aware of suspicious whispers, which can out 2+ covens.