Okay firstly full credits for the inspiration of this mod goes to Paragon for his original "d20 conversion" mod. Without being able to follow his work I couldn't have expanded on it a little to do this. Second credits goes to Shem's idea of toning down unrealistic visual effects (not the focus of this mod, but I did tone down some visual effects and Shem did it first so, credits dude ;)).
I wish to foremost state that no original creative material by any modder has been reproduced in this mod. It is simply 2da edits and a couple of lines of script.
download here (
http://www.mediafire.com/?jzmmom4kkt2) from mediafire until it is up at filefront with a review, etc.
Just to reiterate, can't believe it totally slipped my mind to mention (you tend to take it for granted when it's obvious...but some things are only obvious to a modder), this is RESTORED CONTENT for TSL. The specifics of its application have been edited by me based on my ideas, those of West End Games, Wizards of the Coast and Paragon's initial implementation (hence many bows and applause deserved towards them all).
http://img41.imageshack.us/img41/9584/forcefeat.jpg) (
http://img41.imageshack.us/my.php?image=forcefeat.jpg)
Here's an excerpt from the readme,
The SW:RPG tabletop system is being used here, first featured by West End Games d6 system and carried through into the d20 system some years later.
The original system of Force Powers had three. Control, Sense and Alter. Then you had Force effects, which were gained by using these three powers.
Here is how the system worked. Let's say you had Control 3d6, Sense 2d6 and Alter 1d6+2 (each pip in a Force power costs you experience points).
Okay so now you want to move an object with Telekinesis. The GM tells you it's an Alter power, so you roll 1d6+2 to defeat the difficulty according to the mass of the object. A 1kg object is a 5 difficulty. Get it?
So now you've used your Telekinesis and you write that down under Alter as one of your powers.
Next your Jedi character walks into a Canteena and wants to read somebody's mind. Oh that's a Sense power, the GM tells you. So you roll 2d6. Easy, right?
Well let's say you happen to be one of those pain in the butt players who absolutely has to start the game doing everything Palpatine does. Force Lightning, you say, I want to Force Lightning those Bounty Hunters over there.
The GM looks it up in the Sourcebook and tells you it's a combined power, very difficult to do. You have to combine a Sense and Alter roll (add them and divide by two). That's 1d6+2 here and the difficulty is 30. Come back when you're a Jedi Master...though making more than half the difficulty could get you a little spark, like a short ranged shock effect. Just not the full blown Palpatine Force Lightning that blasts enemies across the room.
Making any sense? Say you want to Heal yourself. A Control power. Heal somebody else, a Control and Sense power. Alter somebody's mind, Control, Sense and Alter. Stun a droid, Control and Alter.
Like I said this got brought across to the d20 system used in common with the NWN Aurora Engine used in KotOR/TSL. It was adjusted for the new Proficiency/Feat system, but essentially retained its characteristics where Force Powers were concerned. It did slap extra rules on them.
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CHANGES IN THIS MOD - Force powers
Jedi must select a base Force feat Control, Sense or Alter during level up (among the force powers screen). These will give access to regular force powers, each Force feat gives access to different power trees and some require more than one to gain access (like the Force Lightning or Heal power trees). Additional force power slots have been provided so that you effectively gain these Force feats for free. Due to the way TSL starts you will get 3 powers at Level 2 (the first time you select Force powers, the two you should've got at first level you get now, in addition to one for second level).
The compromise to be made is that due to this, when recruiting Jedi later they cannot choose any powers until 2nd level, when they will get 3 (and have to spend one on the Force feats Control, Sense or Alter to get access to individual powers).
There is something very important to be noted about all this, but let's get something else out of the way first.
Jedi Guardians get access to the Control power at first level, Sense at 6th level and Alter at 12th level. Naturally this restricts the types of powers they can select at certain levels, but keep in mind that Lightsabre Combat relies upon Control and Sense, for blaster deflection and enhanced defensive abilities so these two are most important for Jedi Guardians.
Jedi Consulars get access to the Sense power at 1st, Alter at 6th and Control at 12th. They are like the wizards of the setting, beginning with telepathic related abilities and many say this is difficult for some to handle, Consulars have the highest ratio of leaving the Order or falling to the Dark Side, but also tend to be the most powerful Force users at mid levels. No other Jedi can do Force Lightning at 6th level.
Jedi Sentinels get Alter at 1st, Control at 6th and Sense at 12th. These are the adventuring Jedi of the Order, almost as capable as a Guardian in battle and almost as knowledgable as a Consular in the Force. At sixth level they can run around disabling Sith War Droids, at first level they can telekinetically move things. But their main strength is balance and skill use.
All other Force powers require any or any combination of Control, Sense and Alter to select during level up, in addition to any other requirements.
Now before you get all happy about there being so many force power slots being tossed around, there will come times during level up when you simply have no Force powers available, because you don't have the Force feat requirements for them.
Because you cannot leave the screen until either all available powers are selected or you have no slots left, this forces the PC to select good/evil powers regardless of their alignment. There are six levels between Force Feats and some combinations of Force feats might only have three good aligned powers for them, so you'll have to choose evil ones even if playing a lightsider. And vice versa. There's no real tailoring Lightsider/Sith only characters until Prestige classing, both good and evil PCs will have access to the others abilities like it or not.
Now this forces something else upon the PC which is an important piece of canon. Any Jedi can use the Dark Side of the Force, but whatever new tricks he teaches himself he'll tend to keep a secret for power mongering purposes. It is the Jedi Code and not ignorance which keeps the Order together. Darth Vader used simple telekinesis to murder from afar, but this is a Dark Side power. The temptation for the Jedi is there even during combat, these powers should be available readily, the great test is never to use them, never to submit to temptation. You'll get Dark Side points if you do.
Now I've got to tell you I usually play a Sentinel and I've been seriously tempted to use Wound more than a few times because Laigreks were carving me to bits and I was scoring like 1 hit in 5 with melee.
Oh yeah I tweaked combat.
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OTHER CHANGES
Class attack tables.
People, and RPG gamers do this too, tend to come at things like attack and saving throw tables from the wrong angle. They always take the most elite and consider that the standard when it is not at all the case. The standard or average is of course in the middle. Higher than this is most elite, quite specialised. Worse than this is simply being better at other things.
Average Joe isn't particularly good with twirling complex ornate swords or field stripping small arms and probably doesn't know the difference between a flash bomb and a thermal detonator, but he can toss a ball and swing a bat, he can lift a heavy object or go for a jog without collapsing, he can hit half the time at a carnival air gun contest. He's not incapable and that's our average galactic citizen. This is what CLS_ATK_2 looks like and this is our measure.
Scoundrels, Scouts, Expert Droids, Minions and Jedi Consulars are all average rank.
Professional Soldiers, Combat Droids, Jedi Guardians and Sentinels and all prestige classes are elite status.
Tech experts are now lesser rank, as these include professional scholars, doctors, scientists and computer programmers as well as starship engineers and other "tougher seeming" careers. None are at all combat orientated and their character backgrounds are necessarily far from it (even Bao Dur spent more time at HQ camp during the Mandalorian Wars fixing/engineering things than he did in front line combat obviously).
Experience table has had a slight adjustment. It's not far from original, just tweaked a little to work better with the new Force power system.
The creature difficulties have been slightly adjusted too, but what I did avoid was making a situation where you've got boring hour long combat with jawas that have six thousand vitality points. If creatures are going to be tougher they need to be special or unique, otherwise simply well balanced and some recognition of what type they are will do. There is a point where gizka just can't threaten a Jedi Master in combat for example, and they well and truly should go down with the first hit.
Okay so that's about it, enjoy the mod.