Jellybelly Posted February 18, 2005 Share Posted February 18, 2005 Will 10 be enough as a starting point? Conversations are really important to me, so I want to get the most out of them... Will 10 be too little to influence other characters, if I put all skill points into persuade, do you think? Link to comment Share on other sites More sharing options...
Guest Damar Stiehl Posted February 18, 2005 Share Posted February 18, 2005 Depends on how high you can get your Persuade skill. Guardians aren't exactly swimming in skill points... Link to comment Share on other sites More sharing options...
Jellybelly Posted February 18, 2005 Author Share Posted February 18, 2005 I know... What should I downgrade to upgrade this, do you suggest? Don't say intelligence, because I need the +1 modifier to gain access to higher-level conversation options... This is starting out at level 1, of course... Link to comment Share on other sites More sharing options...
Kayn Posted February 18, 2005 Share Posted February 18, 2005 If its only to get persuade, I think that more than 10 isn't needed... Ever for guardian is a Class Skill, but if you like to enjoy the dialogues I suggest to spend some SP in Awareness and to boost INT at least to 14... Link to comment Share on other sites More sharing options...
Guest Damar Stiehl Posted February 18, 2005 Share Posted February 18, 2005 Dexterity I guess, and maybe Wisdom, but I wouldn't drop either below 10. You'll need to pump Strength and Con, so you'll be tough enough to withstand some pounding without Dexterity... And your offensive Force capabilities will suck anyway until you get very high in levels. You need Int for skill points, so don't even think of dropping THAT... Link to comment Share on other sites More sharing options...
Jellybelly Posted February 18, 2005 Author Share Posted February 18, 2005 Hm.. I was under the impression that skill points weren't particularly important, that surely was the fact in KOTOR1. In that game I made a guardian/consular hybrid with massive amounts of wisdom, and relatively high strength. I kicked ass, both force-wise and melee-wise. That combination seems to be out of the question in this game, because of the fact that good conversation actually requires intelligence... (who'd have thought...) How would Awareness help me in a conversation situation? Link to comment Share on other sites More sharing options...
Malagance Posted February 18, 2005 Share Posted February 18, 2005 Conversation options sometimes require awareness. In fact, pretty much all skills are relevant in conversation now. I.E. Repair skill might be needed to know while talking to someone about systems being shut down in a space station that this wouldn't be standard emergency procedure, etc. Skills are much more important than in KOTOR1. Period. Link to comment Share on other sites More sharing options...
Guest Damar Stiehl Posted February 18, 2005 Share Posted February 18, 2005 The game checks your Awareness score and gives you extra dialogue options sometimes. I think it represents your char noticing something about whoever he's talking to. I.e. you'll be talking to someone and notice them fidgeting if your Awareness is high enough, so... [Awareness] What the hell are you fidgeting for? Are you planning to bite me? I think conversation checks are also made on Treat Injury (BAH! I hate that skill) Link to comment Share on other sites More sharing options...
The Bardic Pen Posted February 18, 2005 Share Posted February 18, 2005 It'll help you find out what people you're talking with really want/think. Skills are the most important part of the game. I'm playing as a Sentinel with 16 Int and I don't have nearly enough skill points. I really should've picked up Repair and Demolition as class skills with my first 2 feats. Link to comment Share on other sites More sharing options...
Kayn Posted February 18, 2005 Share Posted February 18, 2005 As long I have played Awareness give you the option on new dialogue line... As every skill in fact... Even repair have gave me some smart answer when someone lied... Link to comment Share on other sites More sharing options...
Jellybelly Posted February 18, 2005 Author Share Posted February 18, 2005 That complicates things... So what are your suggestions for a guardian who wants to enjoy this game to it's full, and not just hack and slash away?? Any configurations you'd suggest? Link to comment Share on other sites More sharing options...
Kayn Posted February 18, 2005 Share Posted February 18, 2005 If you want to play a Guardian H'n'S... Int 14 Wis 14 Cha 10 Divide the remaining between Str, Dex and Cos I suggest to raise Dex and Cos, the first 'cause with Saber Finesse you can add it's modifier at attack roll, gaining with one single stat to Defence and Offence... There are many helpful jedi robes in game so you dont have to trouble about the bonus of various armour... SP in: Repair (If for guardian is cross class, save the point at character creation and pick the feat Class Skill - Repair) Persuade Awareness Link to comment Share on other sites More sharing options...
Jellybelly Posted February 18, 2005 Author Share Posted February 18, 2005 Ok.. I presume that that configuration enables me to pack a punch in combat as well as being adequate in non-combat situations too? Link to comment Share on other sites More sharing options...
Kayn Posted February 18, 2005 Share Posted February 18, 2005 Ok.. I presume that that configuration enables me to pack a punch in combat as well as being adequate in non-combat situations too? <{POST_SNAPBACK}> I have started playing a sentinel in a very similar configuration... Single error starting with 16 Dex, that isn't really needed, Dex can be boosted after... Before the corruption of the savegames (Problem of my PC, AKA incompetent brother...) that was a really good Fighter and a quite adeguate talkative guy... Link to comment Share on other sites More sharing options...
Juriel Posted February 18, 2005 Share Posted February 18, 2005 Ok.. I presume that that configuration enables me to pack a punch in combat as well as being adequate in non-combat situations too? You don't want a Guardian, it sounds like. You want the Sentinel. All they lose compared to Guardians is a few hitpoints, one feat and cannot get Weapon Specialization: Lightsaber. Which aren't a big deal, as they get a large amount of skillpoints. Really, there is no point in being a Guardian as things stand. Something to be modded... Link to comment Share on other sites More sharing options...
Guest Damar Stiehl Posted February 18, 2005 Share Posted February 18, 2005 But Guardians are H'n'S by nature. You can't "rock" at something and be "good" at everything else. You can either be "OK at everything" (Sentinel) or you can "Rock" at one thing and "Kinda suck" at everything else. The bad news that dialogue skill checks fall on the PC's shoulders. Which means you have to be skillful in order to talk the talk. The good news is that even if you're merely "good" at fighting you are still DAMN GOOD compared to your enemies. It's almost "advantage: Consular and Sentinel" because the Sentinel is skillful by nature and the Consular at least has his bases covered with Charisma and, subsequently, Persuasion. By the way, am I the only one who thinks that Charisma influencing Force Powers is a bunch of bantha crap? Link to comment Share on other sites More sharing options...
Jellybelly Posted February 18, 2005 Author Share Posted February 18, 2005 Interesting points by all of you. Seems like the sentinel is my guy, then. The interesting thing is, in KOTOR1, I found a way of rocking at both fighting and force-casting at the same time, and ended up with an insane amount of both VP and FP... had more force points than Jolee at the end. Seems like this game is more complex and interesting than the original... What are your recommended Sentinel start-out configurations, then? Charisma and persuasion is still important, I guess? Link to comment Share on other sites More sharing options...
Kayn Posted February 18, 2005 Share Posted February 18, 2005 I start with STR 8 DEX 16 CON 10 INT 14 WIS 14 CHA 14 You may save some point in CHA and DEX to increase STR and COS... Consider that start from level 15 you can Prestige Class, and if you do it at level 17 (20 in all the choosen skill) you can become Weaponmaster and REALLY H'n'S Everything... Link to comment Share on other sites More sharing options...
Jellybelly Posted February 18, 2005 Author Share Posted February 18, 2005 Ok, thanks... In regards to leveling up and such, which attributes should I invest points in as the game progresses? And don't you think str is a bit and the low side? Other suggestions? I really want to make it right this time... Link to comment Share on other sites More sharing options...
Kayn Posted February 18, 2005 Share Posted February 18, 2005 Dex, Dex and ever Dex... With Saber finesse you can use the best Attack bonusand the best defence, and Str can be upgraded to 16 with item\robes... Link to comment Share on other sites More sharing options...
Jellybelly Posted February 18, 2005 Author Share Posted February 18, 2005 But doesn't that basically mean that my character will get his ass handed to him in the beginning of the game with dex that high and strength that low? You said yourself that 16 dex wasn't required at the beginning... Link to comment Share on other sites More sharing options...
Kayn Posted February 18, 2005 Share Posted February 18, 2005 At the begin of the game use pistol, rifle o bare hands... (Remember that Jedi get Unarmed specialist as a Bonus feat...) Link to comment Share on other sites More sharing options...
Jellybelly Posted February 18, 2005 Author Share Posted February 18, 2005 That doesn't sound too good... I'm more of a sword man myself. How about this: str: 14 dex: 14 con: 12 int: 14 wis: 10 cha: 14 Link to comment Share on other sites More sharing options...
Kayn Posted February 18, 2005 Share Posted February 18, 2005 No too bad... Maybe Switch Wis and Cha (For more FP) and Str and Cos (For the implants) Link to comment Share on other sites More sharing options...
Jellybelly Posted February 18, 2005 Author Share Posted February 18, 2005 Ok... On the other side of the fence, what about this guy? str: 15 dex: 10 Con: 14 Int: 16 Wis: 10 Cha: 10 Don't know if I'm too pleased with this one, though. I didn't really pay too much attention to the implants during the original, are they tremendously important? How do they function? Are they temporary boosts to attributes or permanent boosts (as long as you "wear" them)? Link to comment Share on other sites More sharing options...
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