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JimBobRedneck

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About JimBobRedneck

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  1. That concept never made it to production. Akari said in another thread that the robes were already pushing the memory limits of the game and they just didn't have room to add in the ability to put the hood up or down.
  2. I agree with your opinion for the most part. I don't think it's the fact that the bugs "intentionally were never corrected" as much as it was the fact that they wanted to rush the release before Christmas and didn't do the proper amount of QA with the game. I'm also a programmer, and I agree that many of the things that have been popping up should have been found and fixed before release, had QA been done correctly.
  3. 1. The fights are pretty easy with any stats, so don't worry about that. 2. Unless I'm mistaken, I think Laozi was being a little sarcastic about the saber shoes. I'm pretty sure they don't exist. 3. For most of the game, yes, you will be able to use your companions to create items at workbenches. There is a bug though that makes it so that only your PCs repair skill rank is used when breaking items down into components, regardless of who's using the workbench. 4. Again, you will usually be able to rely on an NPC for picking locks, though you might not have a lock pick in your group at the time and be stuck in an area where you can't change out teammates. With the random loot system in play, you can't say for sure if breaking items when bashing open a container is a concern or not. You could bash open the same container 2 times (different playthroughs of course) and break a medpack in one, or the Uber-Ultimate Lightsaber Lens the next time. Personally, I like to have at least a 12 Int, since it gives me 1 more skill point per level (unlike Kotor 1, each bonus from Int gives an additional skill point). It's not so much because I need to use a lot of skills during the game, but because skills can open a LOT of extra dialog options, and that's one of the areas I like best about the game.
  4. You've posted on the wrong board Umraan. Try posting this on the Spoilers board for answers.
  5. To Forceoflight: That deals with the term "lightsaber" being somewhat of a misnomer. The blade is composed of energy, but I highly doubt it's actually light. Simple light just wouldn't be able to generate the kind of power that a lightsaber blade does, even when focused into a laser. What's more feasible is that the energy of the blade is contained inside a tight magnetic field extending from the end of the hilt, creating the "blade". It would be these fields opposing each other when 2 sabers clashed. The field would simply pass through simple matter, exposing it to the energy contained within. This theory is a little flawed when dealing with certain metals, but it's the best I got. To rick: Strength would play a minor role in blaster deflection, but so minor as to negligible. It would basically only matter in as much as you were able to rather effortlessly hold and maneuver the hilt. Blaster deflection isn't about reacting to the shot coming at you, since that would be moving too fast for even top notch reflexes to handle. It's only possible due to the Jedi's use of the Force to "perceive" the event before it happens. The Jedi basically senses where the blast will come from just before it happens and positions his saber in it's path. Qui-gon describes this ability (not about blaster deflection per se, but a Jedi's amazing reflexes through limited precognition) on Tatooine when talking about how Anakin is such an excellent pod racer. Also, that is one of the only real arguments I've ever been able to find credit in that supports the use of a Str mod for damage purposes. Still, that would only apply to the context of the video game and not the d20 rules system (but that's an arguement for another forum) and I personally feel that the Str mod should truely only apply to the To-Hit check. Otherwise there would need to be some kind of system for partial damage based on To-Hit checks, since the difference between a very slight graze and a full slice would be more than the +4-5 damage from a massive strength. To Shneider: I'm not very familiar with the Yhuuzan Vong (Truce at Bakura is the only post-RotJ novel I've read) so I'm not sure of what you're talking about. If it's simple cortosis that they use, strength really doesn't apply. Cortosis resists the damage caused by lightsabers not due to it's physical strength, but due to a disrupting effect it has on the particular energy used by lightsabers. Swinging harder isn't going to help overcome that. If Luke modified his saber to cut through cortosis, he modified the energy's particular characteristics to something that cortosis doesn't disrupt. While I feel it would be better for a Dex mod to affect lightsaber damage than a Str mod, I think it would be even better if neither did. Even though that was one of my original suggestions, after thinking about it more, accuracy in combat would come more from training and experience than from natural abilities. Just because you have the dexterity to juggle well doesn't mean you know where to strike an opponent for maximum effect. To G@mbIT: We're discussing this because I used Affect Mind on you all, though by the looks of the votes, I need to upgrade that to Dominate Mind next level.
  6. That's a situation where the To-Hit modifier would come into play. The Str mod would reflect being able to overpower the opponent and force his lightsaber aside, leaving him open to attack. Similarly, with a Jedi using the Weapon Finesse (sp?) feat, he would use his Dex mod to simulate deflecting the opponent's lightsaber and thus creating an opening to attack. Either way though, these bonuses would only apply to hitting the target and not the actual damage caused by the strike.
  7. I've started a poll in the General Discussion forum concerning my twisted crusade of eliminating the Str mod bonus to lightsaber damage. Please post there with any further comments on the subject. My apologies to this thread creator for temporarily hijacking your thread.
  8. I've decided to open this poll since I unwittingly hijacked someone else's thread with this topic. Any thoughts and comments are welcome, but please, let's keep any discussion civil. Here's the postings from the other thread: I've never really understood why your strength bonus gets included into a lightsaber's damage in the first place. Higher strength lets you swing a physical weapon harder and faster, meaning more kinetic energy, resulting in more impact when it connects. A lightsaber, being composed of energy, should theoretically be very close to weightless (except for the hilt). Any increase to kinetic energy from swinging it harder would be negligible due to it's lack of mass. Besides, the damage is energy based and not physical. If anything, your Dex bonus should be added to the damage due to well placed strikes (though that's a bit of a stretch in and of itself).
  9. There's the crux of the problem though. The lightsaber blade isn't matter. It's energy. Physical strength should have nothing to do with the amount of damage it causes, and as I noted in my previous post, even using your Dex modifier to add to the damage caused is a bit of a stretch. I haven't played the d20 version of the Star Wars RPG, but I did play using the old d6 rules, and if I remember correctly, in that ruleset Jedi's could use their dice in the Alter Force ability to add to the damage caused by a lightsaber. If that were to be converted into the game rules, I suppose using your Wis modifier to add to the damage would be the best bet, since a higher Wis is supposed to represent a stronger connection to the Force and thus more control over it. According to all of the Star Wars source materials I've seen, a lightsaber could cut through anything (not quite as easily as butter with some substances) except for cortosis. The only reason it doesn't in the game is strictly due to game balance. Still though, that doesn't explain why strength factors into the equation. A good example of this is when Qui-gon Jinn uses his lightsaber to cut through the blast door aboard the Trade Federation Droid Control Ship in Episode I. He uses no strength here other than to just hold the hilt of the lightsaber. The blade of the lightsaber is doing all the damage. When the inner blast doors are shut, all he does is push the hilt closer to the door, causing the blade to extend into the inner door and melting it as well. Think of it as using a VERY powerful cutting torch. It doesn't matter how hard or fast you swing the torch around (that actually hinders it's performance, not to mention it looks a little silly). It's the sustained contact of energy (in this case, heat) with matter (usually metal) that causes the damage. Of course, with a lightsaber the energy output is exponetially greater, removing the need for extended contact except in more extreme circumstances (again, the blast door example).
  10. I've never really understood why your strength bonus gets included into a lightsaber's damage in the first place. Higher strength lets you swing a physical weapon harder and faster, meaning more kinetic energy, resulting in more impact when it connects. A lightsaber, being composed of energy, should theoretically be very close to weightless (except for the hilt). Any increase to kinetic energy from swinging it harder would be negligible due to it's lack of mass. Besides, the damage is energy based and not physical. If anything, your Dex bonus should be added to the damage due to well placed strikes (though that's a bit of a stretch in and of itself).
  11. It all depends on how you want to play. If you're more concerned with combat and stats, go with dual lightsabers or the saberstaff. IMHO, dual sabers are better than the saberstaff due to having the effects of 4 crystals instead of 2. You also have double the lenses, power cells and emitters. Of course, you'll have to spend twice as many components to get the good ones for both sabers. If you only have 1 good upgrade for each, go with the saberstaff since it adds those bonuses to both attacks. Otherwise, go with dual sabers. If you're more interested in roleplaying, I'd go with a single saber. The saberstaff was a very rare weapon and technique in the Star Wars universe. Using dual sabers was almost unheard of. Of course, if you envision your character using a saberstaff or dual sabers, go that route instead. Just don't let the numbers intefere with a roleplaying decision.
  12. I ended up with a worthless autosave while on Nar Shaddaa. During the fight with the crew of the Crimson Sun (the ship who's docking pad you're using), my PC was KOed, but the NPCs finished the fight. Before the PC revived, the game autosaved and then loaded into a cutscene. As soon as the cutscene begain, I received the popup saying all my party members were dead and to reload a saved game. Reloading the autosaved game always resulted in the same thing. The save recorded my PCs hp as 0, and after starting the cutscene, the PC was the only party member, resulting in a dead party.
  13. Yes, sentinels still recieve Immunity:Fear, Immunity:Stun and Immunity:Paralysis. I wouldn't really call those awful though. I always found it nice to not have to worry about concussion grenades or the Fear and Stun lines of force powers. Just my own opinion though.
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