GamePro staff, GamePro
01/12/2003 14:47:24
Bonuses & Rolls
Doing Stuff
Everything you do in KOTOR comes down to a random "die roll." When you try to do something, like attack, use a Force power, or attempt a Skill, the game picks a random number between 1 and 20, adds your appropriate bonuses, and compares that to a target number. If your roll plus your bonuses comes out higher than the target number, you succeed. For using skills, each task you try has a hidden difficulty rating, depending on how hard the task is to accomplish. For example, you'll need a higher roll to convince a Sith that you're a friend than you would to persuade a dying man to accept a medkit.
When you attack, your roll is compared to the enemy's Armor Class, which the game figures out by adding the foe's Armor bonus, Dexterity bonus, and Defense rating. If your roll is higher than that number, you hit. The game then determines damage based on your weapon, which is different depending on what weapon you use. If your weapon has a damage of 3-10, then it will do between 3 and 10 damage. Your Strength bonus is added to that number for melee attacks, so high-Strength characters might want to run in and start hacking away up close.
Save Yourself
One of the strangest concepts in the system is that of "saving throws". The game figures your saves by taking the appropriate stat bonuses and adding a number based on your class. For example, Scoundrels rely on mobility and quickness, so their Reflex saves will generally be higher than that of a Soldier. Your saves are added to a number between 1 and 20 and then compared to a target number, as usual, but saves are mostly used only when you're trying to avoid something. For example, your Will save is used to avoid being affected by fear or mind control, while your Fortitude save determines how good you are at resisting poisons.
How Not To Get Hit
One of the most important things in KOTOR when it comes to fighting is armor, but you'll have to put some thought into your armor selection to get the most protection possible. There are a few things to keep in mind when you select armor: your armor feats, your Dexterity bonus, and the Defense value of the armor.
First, look at the armor feats you have. If your character can only wear Light armor, then you don't want to buy Medium or Heavy armor. That's a no-brainer, really, but you can always choose a new armor feat when you get a chance-you're not limited by the armor selection the game gives you for your class.
Next, look at your Dexterity bonus and compare it to the "maximum Dexterity bonus" of the armor. The maximum Dexterity bonus is the most Dexterity bonus you can have when wearing the armor. Heavier, bulkier armor usually has a low max-Dexterity, meaning that it's too heavy and clumsy for you to be all flexible and dodgy. If you have a Dex bonus of +4 but your armor only allows +1, then you're throwing away three points of Dexterity. You're better off wearing armor with a lower Defense value that lets you take full advantage of your higher Dexterity bonus. Try to find armor that takes advantage of your full Dex bonus while also providing decent Defense.
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Publisher: LucasArts /
Retail Price:
$99.95 (Xbox) / Release date: 30/11/2003 /
OFLC Rating: M (15+)