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You don't need that many skill points...(spoiler?)

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You don't need that many skill points...(spoiler?)

Post by UserUnfriendly »

not sure if its a spoiler or not...

but it turns out according to the gameguide that there are a lot of places where you either go solo, or you can't take the npc you want with you...

now some of us have already remarked skills is really important...so its best if your pc has good skills in many different areas...which basically shuts out maybe the consular and definately the guardian from many xp and loot based opportunities...

not so...

ok, the way it works is if you don't have enemies in sight, you are assumed to have rolled a natural 20...because the game assumes that the player is just going to sit down and keep retrying a skill based action until they reach the maximum possible score...like picking a lock, or disarming a mine..

so with one point investment in security, you automatically get 21 points of security ability!!!

in the first area, all the low security locks i've seen have a dc 21, which means my guardian was able to pick them, and get all the items without breaking any...a security spike adds 10 points, so i can pick dc 33 no sweat... (20 assumed, +10 spike, +2 int bonus, 1 point skill)

with a 3 point investment in demolitions, i got 25 ability in demolitions, with int of 14, (+2 to skill)...minor frag mines have a dc 25 to disarm...dc 10 to set, and i think the most powerful mines require dc 25 to set...thus, while my pc is able to recover minor frag mines, he can still set the most powerful mines if i want to without needing another npc with me...(though of course i'd want atton or someone else to disarm them for me...)

so with some minor investments in skill points, you can make your pc able to do a lot...naturally not nearly as much as npcs who are quite powerful in skills, but certainly helpful for many many areas in the game...

dump the old tactics of putting points into persuade and treat injury...you need to invest very wisely, but you can now do a lot more as the pc than you thought you could!!!

known automatic 20 abilitys...

demolitions
computer
security

please add to the listing, by checking on high feedback...i am hoping persuade is among them, so i can invest more into repair and computer use, since both are necessary...

(spoilers)












to get the full upgrades to T3...(like the upgrades to hk-47 in the first game) :cool: :cool: :cool:
They call me Darth...

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Muwahahahahhahahha!!!
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Post by jediazar »

The game mechanics of KOTR are based on Wizards of the Coast “d20” rules. With certain skills you can “take 10” or “take 20” which assumes that given enough time you will roll a 10 or 20. KOTR uses “take 20” for a couple of skills. Only skills and situations where there is no penalty for failure allow a character to take 20.

If you can’t pick a lock the first time you can try again until you get it right. So in this situation you can take 20. There is no penalty for failure; you simply don’t open the door. If a enemy is threatening your character she can’t take 20 because the penalty for failure is lack of move and will most likely be attached. If the lock had a trap that could detect any attempt to pick it and explode a mine upon detection would mean then you couldn’t take 20.

This means persuade will not be one of the skills you can take 20 on. If you fail a persuade check you are penalized against the next persuade check. It gets harder and harder to persuade someone. There are consequences for failure.

I’m about 20 hours in and I have yet to run into a situation where my character hasn’t had the skills necessary. My skills are persuade, awareness and treat injury—all maxed out.
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Post by UserUnfriendly »

[QUOTE=jediazar]I’m about 20 hours in and I have yet to run into a situation where my character hasn’t had the skills necessary. My skills are persuade, awareness and treat injury—all maxed out.[/QUOTE]

necessary, nope..

persuade, treat injury, and awareness are all that you need..

however, my persuade 8, sec 1, demo 3, computer 6, repair 6 has been able to pick every lock, open every container, and do any action that gives extra xp for doing stuff...which really was the idea...create a functional guardian with enough sentinel ability to max out the xp possible in the game... ;) ;) ;)
They call me Darth...

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Post by jeremiah »

Did you choose to turn Repair and Computer into Class Skills with feats? With the uncertainty of obtaining items like Calrissian's belt etc, I am unsure how many skill points will need to be invested to fully upgrade T3 if one so desires.

I think you can get away with Security and Demo at low levels and cross class skills since after the first area, you are likely to acquire an NPC to fully take care of these concerns.
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Post by UserUnfriendly »

[QUOTE=jeremiah]Did you choose to turn Repair and Computer into Class Skills with feats? With the uncertainty of obtaining items like Calrissian's belt etc, I am unsure how many skill points will need to be invested to fully upgrade T3 if one so desires.

I think you can get away with Security and Demo at low levels and cross class skills since after the first area, you are likely to acquire an NPC to fully take care of these concerns.[/QUOTE]

i turned repair and computer into class feats...that's what's nice about guardians, lots of feats...

game guide says 20?

i am leaving security at 1, and demo at 3...works so far in every instance...if i run into some really deadly mines, i have items that boost demo already... :D
They call me Darth...

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Post by G@mbIT »

All I can say on this topic is that the workbench is incredible useful if it comes to create items.

Having a repair skill of 20+ and decent points in almost any other skill, you are able to obtain top notch items without having to rely on random treasures ;)
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