martixy Posted May 16, 2022 Posted May 16, 2022 (edited) 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 May 16, 2022 by martixy Rework the rework Quote
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