Knights of the Old Republic Campaign Guide Preview
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For gamers, this book is a feast of new rules. Wizards of the Coast has taken the force abilities, characters and weapons used in the KotOR video games and converted them into RPG form. While the SAGA rules system can be fairly complicated at times (it's a strange blend of 3.5 edition D&D with new 4th edition D&D elements, all customized for use in the Star Wars universe), this book offers plenty of options to players:
'¢ 10 new playable alien races.
'¢ 21 new feats.
'¢ 3 new prestige classes, plus updates to old classes.
'¢ 10 new Jedi powers, and two new Jedi talent trees.
'¢ 15 new droid types.
'¢ Dozens of characters, from Sith assassins to noble Jedi advisors.
'¢ More than 20 new starships.
My favorite part is the section on alternate Force beliefs. If you'd like to use Force powers, but don't subscribe to the black vs. white/Sith vs. Jedi dichotomy, you can follow an entirely different ethos. It's interesting to see how non-Jedis view their connection to the Force.
It'll be interesting to see how some of the KotOR characters we've come to know so well are fleshed out for the tabletop format.