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Old 03-18-2006, 11:05 PM   #1
Weiser_Cain
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Alter? Control?

Um, I was making a new item when I noticed a few feats I didn't know were in the game. Force focus alter and control. I don't think I ever got these feats. Where they implemented properly? What powers fall under their effects?
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Old 03-19-2006, 12:07 AM   #2
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I'm pretty sure these were left over from a failed and/or ditched plan to make the game more like the p-n-p version. Jedi get force related skills or feats rather than powers and they generally fall under sense, control, and alter.

If you look you can also find the abandoned craft/master craft related feats.
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Old 03-19-2006, 01:28 AM   #3
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Quote:
Originally Posted by Achilles
Jedi get force related skills or feats rather than powers and they generally fall under sense, control, and alter.
Yup, and actually this was also a holdover from the original West End Games D6 Star Wars RPG and the way it had the Force reprisented...

The Force was manipulated by the base 3 Force skills

Control (Energy Manipulation)
Sense (Detection, and Precognition)
Alter (Physical Manipulation)

Force Powers were simply ways that you knew how to use these 3 base skills.
  • Force Lightning for example is a Control/Sense Power as it uses Sense for targeting, and Control for Damage...
  • Absorb/Dissipate Energy is a Control Power...
  • Telekinisis is an Alter Power...
  • Lightsaber Combat is a Control/Sense power that adds onto your Melee: Lightsaber skill and your Lightsabers damage rating... Sense adds to your LS skill, and Control adds to your sabers damage. Needless to say a Force User wielding a Lightsaber was quite nasty.

But I digress, and probably have gone off-topic, so I will stop now.


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Old 03-19-2006, 04:08 AM   #4
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Actually that's not a bad idea for a mod. Think we could change the system to be more like the pnp?
On topic is there a way to see our raw stats, bab, and such?
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Old 03-19-2006, 04:21 AM   #5
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The biggest sticking point is feats: you can't edit or create them.

Several people/groups have made pnp style mods, although I can't recall off the top of my head if any have been released for TSL. I'm sure a trip to PCGameMods would be a good place to start.

For your last question, you can see most of that stuff in the 2da files via KotOR Tool.
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Old 03-19-2006, 04:36 AM   #6
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A guy called Paragon was doing this over at Team Gizka's forums. He has released a very early version here. But aparantly he is doing work with his team to pull the game in line. I think he has activated a few of the forgotten feats and has also reinstated the level 20 cap - among other things. Though there haven't been any updates for a while...
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Old 03-19-2006, 05:11 AM   #7
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Twenty level cap? Yuck.
How about altering the 2da files and doing the rest through dialogs and swapping out hides?
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Old 03-19-2006, 05:53 AM   #8
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Well, if you want true pnp you want, then level 20 it is.
The 2da edits are the easy part. The fact remains that you're still less than half way there because the game universe isn't aligned with the pnp universe. Certainly not insurmountable, but it would require a great deal of patience, skill, and creativity.
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Old 03-20-2006, 01:30 PM   #9
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Quote:
Originally Posted by Achilles
Well, if you want true pnp you want, then level 20 it is.
The 2da edits are the easy part. The fact remains that you're still less than half way there because the game universe isn't aligned with the pnp universe. Certainly not insurmountable, but it would require a great deal of patience, skill, and creativity.
Actually Achilles the First printing of the SW D20 system only allowed for the 20 lvl cap however the revision provided a basic epic level advancement just like the D20 D&D set did. But I'm digressing and will refuse to quote pages out of the books.

I and Jatku had started on a PNP mod for K1 but from various lacks of communication nothing really went very far.


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