Shattered Kingdoms

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Do you want griffons to have innate mods?
Poll ended at Sat Jan 06, 2007 5:19 am
Yes, this sounds about right. 14%  14%  [ 3 ]
Yes, but this isn't enough. 0%  0%  [ 0 ]
Yes, but this is too overpowering. 0%  0%  [ 0 ]
No, griffons are fine as they are. 57%  57%  [ 12 ]
Griffons need help but this isn't it. 19%  19%  [ 4 ]
Wert 10%  10%  [ 2 ]
Total votes : 21
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 Post subject: [IDEA] Adition to Griffon toughness.
PostPosted: Sun Dec 17, 2006 5:19 am 
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
As a griffon grows in strength, its body becomes more able to absorb blows from weapons without taking any damage. Once it is capable of teaching others, the griffon begins to learn how to combine its mental capacity with its physical toughness to reduce the effectiveness of various magical attacks. This newfound insight gradually improves as the griffon gains more prowess. Spirit disorientation would negate the insight as the griffon wouldn't be able to focus its mind as easily to withstand the various attacks.

In basic English, the second mentor level a griffon would gain a +1 to one of will/fort/reflex and would continue gaining a +1 to one of those three in some (static) random fashion until GM, finalizing with a +5/+5/+5. This would only slightly offset the lack of EQ slots. With such a small bonus, I don't think it would overpower the griffon race but might help a little against magical attacks and make them a bit more worthy at the top levels.

I'm personally voting Wert.


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PostPosted: Sun Dec 17, 2006 5:26 am 
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No, griffons are fine as they are.

Not only toughness is a very nice AC bonus, not only griffons need 0 EQ and they are PK ready, but they also get several more attribute points to distribute them to things like WIS as warriors or CON as spellcasters to get better rolls vs spells.


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PostPosted: Sun Dec 17, 2006 9:23 am 
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It's a decent idea, but giving griffons free enchants is problematic. Besides that magic is supposed to be the big racial weakness, you're making the least equipment-dependent race even less so. People who hate preparation will never want to play anything else.

I'd rather focus on a few specific needs:

* Sleep staves. Give griffons the same partial resistance to sleep as they have to charm. ICly, it's a very similar enchantment effect. OOCly, griffons are easy enough for mages to destroy without delivering them gift-wrapped.

* Barbarians. While one of the most ICly sensible griffon classes, it's a bad pick. I'd like to see them get some magic protection on their hides and damage bonus on their claws as they rise from Mentor to GM, similar to Pushing40's suggestion. This would help them compete better against their heavy-armor analogs.

* Hammer. This is second-hand, but it'd be nice if one of the few cabals griffons can enter were a little more helpful to them. Perhaps griffons could replace one cabal ability with something else?


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PostPosted: Sun Dec 17, 2006 11:37 am 
My idea for Griffons is to remove the abombination of a race from this game and introduce a new race to SK to take the place of a race I call a place holder.

The race I have in mind are the Blood Elves!


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PostPosted: Sun Dec 17, 2006 12:05 pm 
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...I always thought that was [REDACTED].


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PostPosted: Sun Dec 17, 2006 12:46 pm 
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SK Character: I wish :(
It makes sence for the lack of armor spots on a griffon, they should have natural saves from all kinds of magic, but not to much because then they would be to strong.


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PostPosted: Sun Dec 17, 2006 12:54 pm 
MrPerson13 wrote:
...I always thought that was [REDACTED].


Same here, but that's how I view Griffon's on SK, [REDACTED].


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PostPosted: Sun Dec 17, 2006 12:56 pm 
Dark-Avenger wrote:
No, griffons are fine as they are.

Not only toughness is a very nice AC bonus, not only griffons need 0 EQ and they are PK ready, but they also get several more attribute points to distribute them to things like WIS as warriors or CON as spellcasters to get better rolls vs spells.


Concur. I'd even be for reducing their natural saves.


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PostPosted: Sun Dec 17, 2006 2:46 pm 
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Chemhound2007 wrote:
My idea for Griffons is to remove the abombination of a race from this game and introduce a new race to SK to take the place of a race I call a place holder.

The race I have in mind are the Blood Elves!


Next thing you'll be asking for some light aura lizards that crash in a spaceship and have necro powers but use it for light... :o

*wonders where Chem got the idea from...* :sleepy:


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PostPosted: Sun Dec 17, 2006 9:55 pm 
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-1 to spells cast on them with art would be not to over powered it is art that made the old griffon magic protection less effective. The art level of a spell cast on a griffon = caster art - level/10 (in whole numbers) (min of 0). This makes it a total of five leaving even scrolls etc used with max art at a art of 1. Or give them a stat train to spend on magic protection which lets them spend stat trains on protecting themselves from art at one for one.


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