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martixy

TSL Jedi Saving throws rework

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I was doing the modbuild for TSL and happened to examine class saving throws more closely and they seem to be a complete mess.

It made me consider creating a simple mod that changed the jedi classes save progressions to something that made more sense - at least to me as a D&D player.

I would like some feedback on these proposed changes:

Quote

The game has 3 save progressions:
Fast = 2.5 + 0.5/level (½)
Average = 1.6 + 0.4/level (⅖) [This progression is non-standard and does not exist in regular D&D]
Slow = 0.33 + 0.33/level (⅓)

The following changes are made:
Jedi Guardian
Guardians are the fighters of kotor, they possess good physical conditioning, but poor reflexes, and as jedi at least avg will.
    Fort = Fast
    Ref = Slow
    Will = Avg

Jedi Sentinel
Sentinels are the rogues of kotor, they possess poor physical conditioning, but good reflexes, and as jedi at least avg will.
    Fort = Slow
    Ref = Fast
    Will = Avg

Jedi Consular
Consulars are the wizards of kotor, they possess poor physical conditioning and avg reflexes, but good will saves.
    Fort = Slow
    Ref = Avg
    Will = Fast


Jedi prestige classes:
    These are more defensive orianted and thus have higher saves than their sith counterparts.

Jedi Weaponmaster
As martial specialists these prestige classess maintain good fort and avg reflex, and as jedi at least avg will.
    Fort = Fast
    Ref = Avg
    Will = Avg

Jedi Watchman
Rogue + monk in kotor, they have all good saves.
    Fort = Fast
    Ref = Fast
    Will = Fast

Jedi Master
The gish class, good fort and will and avg reflex.
    Fort = Fast
    Ref = Avg
    Will = Fast


Sith prestige classes:
    These receive lower saves, but are granted certain special offensive capabilities.

Sith Marauder
The barbarians of kotor. They receive a power akin to rage, and receive bonus damage to ranged weapons in addition to melee (over their weaponmaster counterparts).
    Fort = Fast
    Ref = Slow
    Will = Slow

Sith Assassin
They receive a faster Sneak Attack progression compared to Watchmen.
    Fort = Slow
    Ref = Fast
    Will = Avg

Sith Lord
This is the only class that is effectively equivalent to its jedi counterpart, therefore they receive bonus feats at L5 and L10 to offset their poorer saves.
    Fort = Slow
    Ref = Slow
    Will = Fast

I considered extra force powers for the sith PrCs, but that differentiation is already handled by the Guardian/Sentinel/Consular and corresponding PrCs, so I chose feats as a trade-off instead.

Edit: There was a mod in the modbuild which called itself a "fix" leading me to assume that the jedi and sith prestige classes were otherwise equivalent. This is not the case. Assassin gets a better Sneak attack progression at the cost of poorer saves, and Marauders get other perks. Only Jedi master/Sith lord are effectively equivalent, but then their saves are also the same. There was design intent behind the way the saves were made in the original game and I feel the mod calling itself a "fix" is misleading and undoes deliberate design choices by Obsidian.
Anyway, the previous version of this rework, operating under the assumption of equivalency between jedi/sith, gave the sith bonus feats in exchange for their poorer saves. This has been corrected.

Edited by martixy
Rework the rework

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