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quick number of attacks question

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Mirk
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quick number of attacks question

Post by Mirk »

i've been reading some char-creating guides and FAQ's,
and there's one point that seems to elude my research:

is there a NATURAL (BAB-based, as in DnD) increase of attacks/round, or do extra attacks come from feats/second weapon/etc only?
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Darth Anubis
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Post by Darth Anubis »

Only from Feats, Force Powers, and certain weapons.
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country."
-General George S. Patton
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Armisael
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Post by Armisael »

No extra attacks from BAB, sadly. You get one extra attack for two-weapon fighting, another from using Flurry, and two more from using Master Speed, so five maximum.
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Mirk
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Post by Mirk »

thanks for the info. there goes my planning of the char... back to the drawing board





PS and to think that i'm only going to upgrade my PC to something that can run SW:KotOR in couple of months or so... sad, isn't it?
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Armisael
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Post by Armisael »

Nah. I'd read up on the gameplay mechanics and planned a few characters a month and a half before the PC version was even scheduled for release.
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Post by Psycho »

That's a bit dissapointing.

I assumed that they would have inculded iterative attacks, they tried to keep all the other rules in after all.
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Armisael
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Post by Armisael »

Hmm? No they didn't. They *completely* reworked the skill system (and therefore the force power system), devised entirely new feats and consequently changed the way a lot of combat works ("flurry"? "critical strike"? three levels of two-weapon fighting? etc), created new force powers and got rid of old ones, incorporated "force points" which didn't exist before, removed progressively higher lightsaber damage for Jedi classes and added in the whole crystal mix-n-match dealio, etc etc etc. At best, KotOR is loosely based on the Star Wars RPG.
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Psycho
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Post by Psycho »

lol, I realised after I posted that they had changed a lot and that my statement was completely of track.

I can understand why they changed the skill structure, the force I'm glad they changed, the VP expenditure wouldn't have amused me.
force points


Force Points did exist just use a completely different mechanic to the FP's in KoToR.

What I think I was trying to say was that they kept the core mechanic. Although the d20 system is standard for RP games now.
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Armisael
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Post by Armisael »

Force Points and Dark Side Points exist in the RPG as a way of determining how much favour the character has with the light or dark side of the force. In KotOR it's basically mana. Personally I would have found maintaining the core rules quite charming, although I'm well aware that I'm in the minority.

They did keep the basic mechanic. But considering how many other peripheral things they altered or removed, it comes as no surprise (to me, anyway) that BAB-based bonus attacks were omitted.
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Psycho
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Post by Psycho »

Force Points and Dark Side Points exist in the RPG as a way of determining how much favour the character has with the light or dark side of the force.


Force Points in the tabletop RPG are spent to add a variable number (depending on your character lvl) to all rolls made in the round the force spent is point.

There isn't really anyway of telling how far on the lightside you are except by having no DSP's. Which I personally have issues with, I think that if you can measure how dark you are you should be able to measure how light you are.
Personally I would have found maintaining the core rules quite charming, although I'm well aware that I'm in the minority.


I would agree with you on this. I would have preferred to have the force powers done as skills instead of as seperate powers. Would have placed more importance on Int as it's most deffinatly a dumping stat IMO.

On a side note, is it possible to get 0 skill points a lvl? Or is it capped at a mim of 1 as it is in the game?
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Armisael
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Post by Armisael »

It's capped at 1.

Correct me if I'm wrong, but aren't Force Points earned by performing feats of considerable heroism? Seems like as good a measure of 'lightness' as anything else, to me.

(Edit: oh, I forgot you get a free Force Point every level.)

And yeah, I had the call upon force thingo floating around in the back of my mind, but you get the general gist. Force Points in KotOR aren't really Force Points.
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Post by Psycho »

Correct me if I'm wrong, but aren't Force Points earned by performing feats of considerable heroism? Seems like as good a measure of 'lightness' as anything else, to me.


Yea it is, but considering that you spend them the number is never very high. Plus you gain one FP every time you gain a lvl.

Not sure if tehy're a good indicator of lightsidedness though. On one head yes they are as they are earned by being coragious. honourable and all but on the other hand they aren't as they are meant to represent your ability to call upon the force. When you spend a force point you choose to call on the dark side or the lightside (unless you're not force sensitve then you don't make the choise) and if you call on the DS you gain a DSP, but if you call on the LS you gain nothing.

Hmm, gonna think about houseruling a LSP now.

EDIT -
Force Points in KotOR aren't really Force Points.
I like the way they're done in KoTOR, good way to do it without reverting to the WP/VP system.
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Armisael
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Post by Armisael »

I think the reasoning behind the absence of LSP is because it's sort of redundant in most campaigns, in which the characters are principally heroic. Aside from being a numerical representation of a character's goodness, what purpose would they serve? You can't really use them as a DSP buffer, because then characters could do the rather lame 'one good deed, one bad deed' thing. Aside from that, there's the basic notion that the light side has to be striven for, whilst the dark side is something one falls to. By way of comparison, a paladin in AD&D doesn't get any specific reward for following his creed, but if he strays from it he becomes fallen...

Anyway, I think we've well and truly derailed this thread.
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