Knights of the Old Republic?

By Woobyluv, in Star Wars: Force and Destiny RPG

Honestly what I would do is simply use the mechanics already provided and just reskin them. That's not a YT-1300, that's the Ebon Hawk. Give a Magnaguard a blaster rifle and you've got an HK droid. So on and so forth.

This is the approach I'm currently going with. Reskin with the RPG, reskin using X-Wing for the starfighter scale engagements, and reskin using Armada for the capital scale engagements.

Although, I am firmly on the side of "re-skin what's been published and make adjustments to taste", I would still love to see a fan-made supplement for KOTOR and Legacy eras. It would a daunting task (4 difficulty dice), but I don't think we'll see such material from FFG. Although, I would be happy to be wrong.

I'm currently running a game in the KotOR time and am just Re-skinning things as needed or making my own and my PCs are having a great time that being said I would also love for a spot where people could paste there home brewed items, equipment, adversaries, ship, etc as it would save me tons of time and I would have a place to chuck thoughts and ideas.

Does the published FFG material provide what's needed for, say, the Sith sorcerers as depicted in the TOR-era video games to be played as full PCs?

Or would it require a little remixing?

Edited by MaxKilljoy

Does the published FFG material provide what's needed for, say, the Sith sorcerers as depicted in the TOR-era video games to be played as full PCs?

Or would it require a little remixing?

I think so, just go with a sage/seer mix with maxed out unleash and bind, and you're good to go. Also add a liberal amout of magnitude upgrades on the unleash and you have the force lightning AoE attack of the game. Maybe give the force lighning control upgrade earlier, if yo uwant them to be awesome right out of the box. The dual wielders (jedi sentinel and sith marauders) are more difficult to replicate without a specific spec, but given enough skills the normal rules for two weapons a should suffice. For gunslingers and mercenaries classes the "smuggler: gunslinger" spec is perfect.

Does the published FFG material provide what's needed for, say, the Sith sorcerers as depicted in the TOR-era video games to be played as full PCs?

Or would it require a little remixing?

Out of the gate? No. Some Force powers like Bind and Protect/Unleash have minimum Force Ratings you must meet (2 for the former, 3 for the latter). You can build up to characters like sorcerers with xp though. Especially with specs as recommended above like sage and seer. When we get career books dedicated to consulars and mystics I would expect more options too. Not to mention that so far every new F&D book has had a new power.

Does the published FFG material provide what's needed for, say, the Sith sorcerers as depicted in the TOR-era video games to be played as full PCs?

Or would it require a little remixing?

Depends on how you define the details, but largely sure. Between the three cores you can cover pretty much anything, even more so when you get into career books. You might have to make some simple tweaks depending on the details. Like redo a Duty description to reflect Republic vs. Sith instead of Alliance vs. Empire.

You'll also of course get into the balancing and power level stuff that's already been beaten to death (Is Knight level actually Knight level? Why does force lightening require FR 3? Ect.) but those are more personal points of view than actual problems with the game system, so the people that really want to go that route can always house rule around it and hope the game doesn't break.

And while I'm talking to you...

One could EASILY redo the art, and keep the actual meat.

Not really... Remember that Artwork is a form of communication. Using only pictures you have to communicate everything that the book, and by extension setting, is all about. When it comes to KOTOR/TOR that visual is, if it's being honest, going to feature a lot of styles and imagery that, to someone not already familiar with the era, is typically associated with Prequel era material. Traditional looking brown-robed Jedi and creepy looking Sith featured prominently, soldiers that look vaguely like clones, bounty hunters that look kinda like Jango... I mean it makes sense as that was in line with the defined look of the prequel and special edition, which KOTOR was no-doubt tying into that.

Redoing is certainly possible, but the challenge that you have is the basic visuals and themes are already heavily defined, and inspired by the prequels. As a result no matter how much you redo it, it'll still be stuck with those roots, and a core visual style that's tough to escape.

Does the published FFG material provide what's needed for, say, the Sith sorcerers as depicted in the TOR-era video games to be played as full PCs?

Or would it require a little remixing?

Depends on how you define the details, but largely sure. Between the three cores you can cover pretty much anything, even more so when you get into career books. You might have to make some simple tweaks depending on the details. Like redo a Duty description to reflect Republic vs. Sith instead of Alliance vs. Empire.

You'll also of course get into the balancing and power level stuff that's already been beaten to death (Is Knight level actually Knight level? Why does force lightening require FR 3? Ect.) but those are more personal points of view than actual problems with the game system, so the people that really want to go that route can always house rule around it and hope the game doesn't break.

And while I'm talking to you...

One could EASILY redo the art, and keep the actual meat.

Not really... Remember that Artwork is a form of communication. Using only pictures you have to communicate everything that the book, and by extension setting, is all about. When it comes to KOTOR/TOR that visual is, if it's being honest, going to feature a lot of styles and imagery that, to someone not already familiar with the era, is typically associated with Prequel era material. Traditional looking brown-robed Jedi and creepy looking Sith featured prominently, soldiers that look vaguely like clones, bounty hunters that look kinda like Jango... I mean it makes sense as that was in line with the defined look of the prequel and special edition, which KOTOR was no-doubt tying into that.

Redoing is certainly possible, but the challenge that you have is the basic visuals and themes are already heavily defined, and inspired by the prequels. As a result no matter how much you redo it, it'll still be stuck with those roots, and a core visual style that's tough to escape.

Many of the Jedi actually depicted in the game aren't in robes, there are a variety of looks for smugglers and bounty hunters, the Sith aren't all in elaborate scary robes, and so on, The "cover images" and some early "iconic" gear were done up specifically to "look Star-Warsy", and have long since been left behind in the game by many NPCs and PCs.

There's a lot of space to "look like Star Wars" and "look like TOR", and not be pantomiming the prequels.

I think the biggest hurdle to overcome is that this game doesn't easily replicate TOR easily out of the gate. You're going to have to start at Knight level play at least in order to even begin treating the characters as their video game counter parts. You're gonna need to tinker with the XP a bit until you get them at the level that they're doing what they could do in game.

In all honesty though I would only use TOR for setting inspiration. I don't think I'd be satisfied mechanically with what this game offers and what TOR allows me to do.

I think the biggest hurdle to overcome is that this game doesn't easily replicate TOR easily out of the gate. You're going to have to start at Knight level play at least in order to even begin treating the characters as their video game counter parts. You're gonna need to tinker with the XP a bit until you get them at the level that they're doing what they could do in game.

Exactly this.

The PCs of Force and Destiny are more akin to Luke Skywalker than someone that's been trained to use the Force from a very young age. You'd probably need upwards of 300 additional XP to get a PC that's close to being a "starting" Jedi or Sith from the TOR era, and having Force Rating of at least a 2.

DarthGM had a Jedi career fandoc up on his blog prior to the FaD Beta being released, so if one is looking to make a PC that was trained in the Jedi arts from a very young age, that might be a better route to take. Just ignore the Fast/Medium/Strong Style specs as the Lightsaber Forms are pretty well covered by the FaD book.

Its true about not feeling TOR-ie right out the gate I started my guys off at basic play not knight level cause I wanted them to feel like they were achieving something when some of the early stuff in my campaign happened but I feel they are grossly under powered when compared to say a level four Sith Inquisitor from TOR who at level 4 has force lightning.

But ultimately I feel with some good re-skins and more importantly some good RPing using these rules for a KotOR1/2/TOR era game is easily possible.