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About the D20 System
By Alex McLain
Star
Wars Knights of the Old Republic II: The Sith Lords is a
deep and feature-rich role-playing game. There are attributes,
skills, feats, different ranks, cross-class skills, Prestige
classes, and more. It offers so many options and rules that it can
sometimes be overwhelming. Whole areas of the game can be
overlooked because learning how best to use a feature can seem
daunting. Rest easy, it's not as difficult or complex as it
initially seems. Understanding the underlying system that
KOTOR II uses is crucial to building and customizing
a character.

She's a Green Bay Packers
fan.
The D20
D20 stands for a twenty sided die, which is used in nearly every
skill check and action you take in KOTOR II. Of course,
the game "rolls" this die and calculates everything for you in the
background, but it's still good to know. For a quick breakdown, it
works something like this: If you want to use a skill (e.g. repair
a droid) or action (e.g. shoot a blaster), the game "rolls" the
D20, and then takes the result and adds any necessary modifiers to
determine if you're successful.
For example, let's say I choose to attack a droid with Atton (a
roguish fellow that joins your party early on in KOTOR
II). The game, in the background, determines the roll of the
D20. Let's say the result is a 14. Then, it adds Atton's base
attack bonus (a character of his level and class gets a +4 at the
time) and dexterity bonus (a number determined by the dexterity
attribute, also +4 at the time), and then any equipment bonuses (he
has a scope that gives +1 bonus) and feat (special abilities)
bonuses he may have (he has Weapon Focus, which gives him +1 for
using a blaster pistol). In this case, the final result adds up to
24. That result is then compared to the enemy's defense. If the
defense is lower than Atton's attack roll, Atton's attack hits and
does damage. There are all sorts of situational modifiers and such
that can also play a role, but that's basically how it works.
Whether you're trying to persuade an enemy or slice him in two, the
random element will always come from the D20.

Sith and a monster? That's just not
fair.
Attributes
Every character has six different attributes. Each attribute
controls or alters a different facet of your character's abilities.
Subtract 10 and divide by two to get the bonus for a given
attribute. For example, if your dexterity is 16, you get +3 to all
actions related to dexterity, like firing a blaster or dodging an
explosion. This also works in reverse—say your character isn't very
strong, with a Strength score of 8. That means he takes a –1
penalty each time he attacks with a melee weapon. Here's a quick
breakdown.
- Strength: Bonuses for strength affect how well
you can swing a melee weapon, and how much damage you do with that
weapon.
- Dexterity: This determines how well you can
fire a ranged weapon, and it adds points to your defense (the more
nimble you are the harder you are to hit). Also, it helps your
Reflex save (more on Savings Throws later).
- Constitution: This affects how many hit points
you gain when you go up a level. It also helps your Fortitude
save.
- Wisdom: This is especially useful for Force
users, as many of your Force abilities use your Wisdom bonus to
help determine the outcome. Also, it helps your Willpower
save.
- Intelligence: Your Intelligence modifier
determines (in part) how many skill points you get to spend every
time you level up.
- Charisma: This determines how charming,
likeable, and trustworthy you are. This attribute is mostly crucial
for your main character, as they're going to be doing all the
talking, and adds bonuses to many Consular class skills.
Skills
Skills cover all your abilities that aren't directly related to
combat. There's Computer Use, Treat Injury, Repair, Security,
Demolitions, Persuade (only your main character can put points in
Persuade), and several others. Also, each skill has associated
attributes. For example, the Persuade skill is tied to your
Charisma, so any bonus points you have in Charisma will help your
ability to Persuade someone. A character's class defines his or her
"class skills," which can be purchased at half the cost of
non-class skills when you gain a level.
Classes
Each character belongs to a different class. For instance, your
main character can start out as either Jedi Guardian, Jedi
Sentinel, or Jedi Consular. The other characters you meet already
have an assigned class when they join your party (e.g. Atton is a
Scoundrel, one of the base classes from the first game). Each class
offers different abilities, different class skills, and access to
different class-specific feats (see below). Each class has
particular strengths and weaknesses, so make sure you read their
descriptions in the game, as it will help you understand each
member's abilities and focus.

If it wasn't for those cortosis
weaves …
Feats
These may be more easily categorized as special abilities. These
include things like Power Attack (which makes your strikes more
powerful, but less accurate), Gear Head (added bonuses to repair
and demolitions), and Weapon Focus (more proficient in a certain
type of weapon). Many of the stronger or "improved" feats have
prerequisites—usually a certain class level or another feat. You'll
be able to pick a new feat every three levels (at least), and each
different class will automatically grant you class-specific feats
as you go up in levels. When you do get to choose a new feat, make
sure to read each available feat's advantages carefully, and choose
wisely.
Saving Throws
Saving Throws determine your ability to survive situations you
can't consciously plan for. They also have an associated attribute
and are affected by your class (e.g. the Scoundrel has a really
good Reflex save while the Jedi Consular excels at Willpower).
Here's a quick explanation of each Saving Throw.
- Reflex (tied to Dexterity): Reflex saves allow
you to dodge a sudden, unexpected attack of any kind, like the
splash damage from grenades or other area effects. For example, if
you step on a mine with your character, and they make their Reflex
save, they would only take half damage from the mine.
- Fortitude (tied to Constitution): This
determines your ability to withstand internal damage. For example,
if someone throws a poison grenade at you, and you make your
Fortitude save, you may take no damage or very little. It's also
tied to many Jedi healing powers.
- Willpower (tied to Wisdom): Willpower most
often determines your ability to counteract Force abilities. For
example, if someone uses the Stasis ability (it freezes you in
place), and you make your Willpower save, you won't be
affected.
While the D20 system may in fact be much more complicated (after
all, every rule has an exception or a modifier of some kind), these
explanations should give you a basic foundation of knowledge of the
system. With a fundamental understanding of these underlying
workings, you can make much more informed decisions when deciding
what skill, feat, force power, or attribute to concentrate on when
you level up.

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