Lifthrasil: But it's a good question what to do with the Lyncher after the lynch? Does he have to survive and turn into a neutral survivor? Does he drop out of the game? Does he turn into a regular townie? In any case I wouldn't want the game to end.
Once more about the parity cop: MS writes that the parity cop version that comparse two persons per night to each other is too powerful and difficult to balance. Why? If it doesn't have a N0 action it should play somewhat similar to the standard version, but with a bit more flexibility. Or am I overlooking something?
I don't really think much of the Lyncher period, but you have to also consider what happens to them if win condition can't be met. In theory you could have them drop from the game in either case, or drop = win if met, and convert to townie (or survivor) if unmet, but then if I drew that role I'd probably just be playing for the secondary win condition from the start.
I think it was Cristi ended up with a similar role at one point many games ago, and just kinda tuned out of the game when it was clear it wasn't achievable for her.
Keep in mind, there's the "truly can't be met" because that person was NKed, and the "can't be met" because it's someone who is universally town-read, or cop-cleared, etc. and then you have a game with a live player with no motivation to participate, at least in terms of their own win condition.
The two checks per night is powerful because it potentially tells you about two players, and there are a lot of scenarios where that becomes powerful fast. Albeit it could be reduced somewhat if you threw 2+ neutrals in the mix so that "different" reads are less telling, or if there was a roleblocker in the game where it's easier to lay out mechanics for reads coming as a result of one night rather than sequential comparison.