Overview
A quick guide for beginners and intermediate players. I will describe briefly how the game determines the outcome of almost everything you do. I will also describe how your character attributes, gear, and weapons effect the game-play, as well a brief overview of your force power effects. I may repeat myself a little, but this is to help clarify the game mechanics for anyone who might be confused. It’s pretty simple once you get the basics.
Core Mechanics
Knights of the Old Republic 2: The Sith Lords is based on a D20 game system. The system was originally developed for dice and paper RPG’s, and it still works as though a die or some dice are being rolled. The base die is the twenty-sided die and it is rolled for almost every action in the game. Don’t worry, this is done automatically. You get to see the cool effects of all this math, but you don’t have to do it. As long as you get the gist of how it works and understand a few basic rules, you can really start to max out your builds and strategies.
For example: I want to chop someone’s head off with a lightsaber. So I run up and do a standard melee attack with a one handed weapon. Now the computer generates a random number between 1 and 20, just like rolling a 20 sided die. [I roll a 15] This is where it gets complicated. The number I get from my attack roll is then affected by several modifiers, so we get to do some math. First we apply my attack modifier. This is based on my strength, character class level, and any bonuses I get from gear, feats, stims, or force powers. This modifier will be displayed next to your hand in the equipment screen. I’ll go into that modifier more in the combat mechanics section. Let’s say, [my attack modifier is +8]. [15 Attack Roll + 8 Attack Modifier = 23 attack] My attack is [23]. Now we apply my attack of 23 against my targets defense, which I’ll get into in the combat mechanics section. Let’s say my target has defense of [18]. [23 > 18] So my attack succeeds.
This is how pretty much everything in the game works when you perform an action, with specific rules of how, when, and what modifiers are applied. Attacking, persuasion, security, stealth, saving throws and most other actions are ruled by D20 and the modifier system.
In some cases you will be making a D20 roll against a set number called a DC. If a mine has a DC of 25 to disarm, that means your roll and modifiers for the demolitions skill must add up to more than 25. When go to set a mine you will see DC15, or whatever, that’s the roll you need to set it. This applies to any action with a DC. Some actions cannot be performed if your skill level is too low, even if it is possible to reach the DC with your current skill.
Combat Mechanics
Now we know the game is ruled by D20, so let’s see how the modifiers work. They are determined by how you build and outfit your character. I will give some examples of how this works and you will have to use that to figure out the rest. Let’s determine how to come up with an attack modifier.
For example: I want to shoot someones face off. Ranged is based on dexterity. My dexterity is at [15]. At character creation the attributes start at 8 which is a -1 modifier. Every two points over 8 is equal to +1 to the modifier. So Dex 10 = Modifier +0, Dex 12 = +1 Mod, Dex 14 = +2 Mod, Dex 16 = +3 Mod, and so on. The modifier is the same for 13 as it is for 12, only even numbers give you an increase in modifier. Since my [Dexterity is 15, Dex 15 = +2 Modifier]. I also have the headband of pretty flowers equipped which gives me a [+2 to Dexterity]. Making my new dexterity [17]. I have a laser of shootery which give a +1 bonus to dexterity. This brings my dexterity to 18. [18 Dexterity = +4 modifier] This is then applied to my base attack modifier. My base attack modifier is determined by my class and character level, it can also be affected by attack bonuses from feats and gear. Guardians get better attack modifiers than anyone else, Consulars get lower attack modifiers than anyone else. This is most noticeable later in the game, and is off-set by the different bad-assery’s of the other classes. So, lets say my base attack is [6]. My dexterity modifier is added to my base attack. [+4 Dexterity Modifier + Base Attack of 6 = Attack Modifier +10]. If I had bonuses to attack from a weapon or ability, those bonuses would also be applied now. Often you will find gear that applies bonuses directly to an action or skill, those effects will be clearly laid out in the description. Now, we can roll the D20. I attack and roll a [7]. [Attack Roll 7 + 10 Attack Modifier = An Attack of 17]. Each new attack will have a new roll of the D20.
Now we apply any penalties I might have for this attack. The guy I’m shooting in the face is attacking with a melee weapon at point blank range. I am also under the influence of a dark side force power. These things add up to an attack penalty of [-8]. A ranged character gets penalty modifiers when shooting at targets using melee at point blank range and also for targets that are too far away for the range of their current weapon. A character can also incur a penalty from being flanked, being caught flat-footed, being stunned, ect. So my original attack of 17 gets a -8 penalty modifier. [Attack 17 – 8 Penalty Modifier = Attack 9]. Now we apply my attack to the target’s defense.
Defense is also based on dexterity. However, you do not get to roll a D20 for defense. Defense acts like the DC for an attack roll, so what you see is what you get. My target has a [base defense of 10], which is what all the playable characters have for base defense. He has a 12 dexterity which gives him a +1 modifier. He also has armor of cotton T-shirt which gives him a +1 defense. [Base Defense 10 + Dexterity Modifier 1 + 1 Armor = Defense of 12] [Attack 9 < Defense 12] My attack fails. Lots of things effect your modifiers, in fact, everything you choose about your character and encounter in the game is about these modifiers (except the actual role-playing experience).
Damage is pretty simple. Melee weapons add your strength to the damage, but ranged is all about the weapon itself and your feats. This is laid out pretty clearly in the descriptions for the weapons and feats. Now that you know what happens when you attack it should be simple to figure out how new modifiers can affect an action.
Force Powers/Saving Throws
Force powers and saving throws are based on the same D20 roll, except where specifically stated in the force power description or with passive powers. When you use the force power “stun” on someone, they get to make a saving throw based on their Will Save. Will saves, reflex saves, and fortitude saves are based on the wisdom, dexterity, and constitution modifiers respectively. Figuring out your saves is done in the same way you figure out your attack modifier by adding up your modifiers from attributes and gear, and works under the same rules. Read the descriptions for gear, force powers, and feats. They will explain what effect their use will have and how/what modifiers are affected. You’ll figure it out quick now that you have the basics.
When you are blown up by a grenade or mine, you get to make a reflex saving throw (automatically, in game you will see the effects of this but you don’t have to do anything or initiate it). If your reflex save and reflex saving roll are high enough you will take less damage. Fortitude saves work similarly for poisons and environmental damage.