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Could you answer some questions, nevertheless? I'm curious if having Good/Evil rep only determines the effect of your powers, or effects the ending, or restricts certain decisions, and the sort. I know some companions will get angry at you for doing things they disagree with, but I would very much appreciate it if you could answer such questions.
Playing a Grey Jedi is more challenging than light or dark. Alignment reduces the force point cost of certain powers (eg. Dark alignment would reduce the cost of force lightning, but increase the cost of healing), so you would get no discount for being neutral. However, once you reach a high enough level, force point cost shouldn't be bothersome. Also, I think Charisma reduces the cost, so that would be helpful.
The ending is determined by some of the choices you make at the very end, so even you had the dark side meter nearly filled, you could still get the light side ending. There is no neutral ending that compliments your playstyle as a grey jedi, though, so you're forced into light or dark.
I would imagine you get locked out of certain decisions if your alignment isn't high enough on light or dark, but I can't confirm that. But, if you want to stay neutral then I imagine those options wouldn't be all that appealing for you.
As for the Bastila romance, I've never done it, but I think as long as you don't go dark side, you can do it just by talking to her after every mission and selecting the correct dialogue options.
I've been looking around the stats a lot, I greatly enjoy playing a guy that uses force only when necessary, and otherwise persuades people to get people to do things for him.
Is it worth making a character with high int/wis/cha? is it worth putting points into persuade even though later I'll put point into the jedi mind trick? and I believe there are jedi classes that allow you to be more force-oriented rather than melee-oriented, is that true? what do you think? Thanks for any advice you can you give me!
INT: More skill points (you also get some technical skills, but other party members are better suited for such things)
WIS: This the main stat for force powers, so regardless of what else you pick, you'll need this.
CHA: This nets you more force points and it allegedly reduces force power cost.
Wisdom and Charimsa seem like great picks. Intelligence is fine, I suppose, but unless you really want more skill points, I feel you could swap it out for something like Dex. As for classes, you obviously want Jedi Consular when you get to Dantooine, since that's the force-based one. What a lot of people do (if they aren't skipping Taris with mods) is get to level 2-4 of their starting class (in your case it'd probably be scout or scoundrel), and then stay on said level until they reach Dantooine and pick a Jedi class. That way, you can put all of your excess EXP towards leveling up your Jedi class.
TL;DR - Persuasion is better than mind trick most of the time, but mind trick does have its uses here and there.
I went with Bastilla and HK-47 for most of the game, as they were my favourite characters, but I did force myself to switch it up every now and then. Regardless of you end up gravitating towards, I'd also recommend taking different character out, just for the sake of variety.
Sure you could make arguments that you're doing something evil for the greater good or some ♥♥♥♥, but the game's dialogue options will never match or convey that. It's just not that type of story.
As for companions, each has their own questlines that appear on certain planets. Depending on who's in your party and on what planet, old aquaintences of your party members may approach you (usually when you first arrive in the hangar) and tell you about something important to your companions that needs resolving. This also relies on how much you've spoken to them about their pasts, so as a rule, make sure you talk to the entire party everytime you arrive on a planet and leave a planet, if you care about that.
KotOR II is far more grey. In fact that is probably the most satisfying way to play it. Even if you don't play it entirely grey, you'll get to where ever you go by standing on points of principle that are sensible. The game always tries to make you second guess your morality. Being good can bring bad outcomes. Being bad can bring good outcomes. Certain party members will disparrage you for reckless altruism and reckless cruelty and greed and to be responsible when using your own power to influence others.
Much of the events that happened in the first game are referenced in the second. Old characters show up but it's much more focused on the events that happened in the Mandalorian Wars and the rammifications thereof. If K1 is warm and friendly, K2 is cold and aloof.
Grey playstyles are certainly better in II than in the first game, but you still gain the least from them.
Being grey doesn't necessarily mean neutrality. Where ever the chips may fall at the end, your companions try and get you to think and make decisions pragmatically. Not based on whether the act itself is good or evil.
Obsidian got it right in that way, grey shouldn't ever net you as much power as either of the two extremes, nobody likes a fence-sitter. If you're role-playing though, it shouldn't matter because it means you're master of your own destiny.