Shattered Kingdoms

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 Post subject: Re: Griffon Innates
PostPosted: Sun Mar 20, 2011 5:01 pm 
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Joined: Mon Mar 04, 2002 8:43 am
Posts: 200
Location: Central New Jersey
I had a Griffon Barb in the Talons a long time ago. I dont recall the griffon being bad in the trib. It was the other other griffon specific issues made it difficult to enjoy the endgame.


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 Post subject: Re: Griffon Innates
PostPosted: Mon Mar 21, 2011 9:22 am 
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Joined: Mon Apr 06, 2009 2:36 pm
Posts: 229
So pick a different race. Griffons get innate fly, infravision, claws, toughness, endurance, and self defense. They take about 10 minutes to gear, 30 if you want to enchant. They're a very strong choice for newbs, which is what I think they're for. In terms of end game, it's all about how you play them. Having a GM character doesn't make you any better in terms of how you play. Not that I'm saying you're bad or anything, maybe you just don't know how to play a griffon.

Forsooth wrote:
A griffon tribunal scout sounds like a terrible race choice, thanks to limited charisma and the resulting order lag and NPC limits. Which is sort of the point: playing a griffon involves more mechanics-induced pain than fun. Even if "meant to suck" is going to be inserted into the help files, can't they at least do that in a more fun way?

I don't believe that added skills of this level would affect PK much, but they would make griffon PvE more enjoyable.


Help griffon wrote:
Obviously their unique build makes it impossible to wear most armors, and their talons make armed combat quite awkward, lest it be with a weapon specifically designed for griffon use."


What's wrong with griffon PvE to begin with? It's all the same. h NPC h NPC h NPC


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 Post subject: Re: Griffon Innates
PostPosted: Mon Mar 21, 2011 1:56 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
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The more I think on it, the less I like the idea of giving griffons an innate spell. If it's just a matter of adding an INT-modifier to an existing ability, that might still be in the range of what Dulrik can realistically code.

Warcry has been wished before as a griffon skill. Rallying Cry with a bonus for Brilliant INT, or a penalty for merely Clever INT, might work out.

Or if there's a desire to see griffons prep for any other benefits, Read Magic could serve as a much weaker version of scrolls: Let it automatically fail for items of level 15 or higher, or for less than Brilliant INT. I suspect that would add prep abilities while remaining unused in offensive PK.

Orius, I've played griffons before, and I'm inclined to play another one to take advantage of a neat background idea. But frankly, SK's mechanics are burdensome enough without feathers adding so much weight. As I've said repeatedly now, I don't mind that griffons are weaker in PK than humans; that's even a good thing IMO. I do mind that choosing a griffon feels like such a sacrifice.


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