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When you see potential enemies turn on solo mode. Activate both your Stealth Field Generator and Force Speed and proceed to sneak up to jumping distance of your enemy. (As a Guardian you gain the Force Jump Feat for free at certain levels. It activates automatically upon queuing your first attack if you're in range.)
Combining Speed, Stealth, Sneak Attack (Requires you to attack from Stealth for the bonuses.) and Force Jump is what you're trying to do with your opening attack. Force Jump acts as a gap closer which ensures your prey won't detect you while you're stealthed blowing your bonuses. Force speed and sneak attack will combine and insure a huge damage spike to your initial target. He probably won't live through it. After that, call in your allies, re-apply force speed as needed and use Flurry as often as possible. Combining Speed and Flurry gets you something like 6 seperate damage rolls per turn.
This build is horrendously broken but you won't find anything that can match that kind of damage if you do it right.
Extra advice: Never select feats that improve skills.
Stats go as follows:
Strength - Chuck points into this if you want to do higher melee damage.
Dexterity - Helps with attack and defense rolls. Choose this if you prefer to sucessfully hit more often and avoid being hit often.
Constitution - Your hit points as well as resistances to poison, disease, etc. Choose this if you feel you'd rather be able to take more hits than avoid them.
Intelligence - Affects how many skill points you get upon level ups. Also buffs many of these skills and helps with certain tasks in game.
Wisdom - Grants Force Points and resistance to enemy Force Powers. Also makes the enemy less likely to resist your offensive Force Powers.
Charisma - Grants Force Points and helps with getting people to do what you want.
These are merely "As I recall" approximations. It has been along time since I've played KotOR so some of these may not be completely accurate. Read the manual for more info.
Let's say I planned on making a Rogue-ish Gunslinger type character. I would make something like this:
Str 10 - Since I'm not going to be using Swords or Lightsabers I don't need to improve this much. By bumping it up by two points I ensure that I take no penalties if I'm forced into a melee situation. (All stats must be at least 10 to avoid a negative penalty, there are some cases where you may not care about this or will be willing to make the sacrifice.)
Dex 16 or 18 - As a Gunslinger this is my main stat. It helps me to hit and avoid things.
Con 14 or 12 - Constitution will give me more HP and resistance but if I'm prepared to play carefully I could probably get away with sacrificing two points from it to improve my Dexterity even more. I'd need to be especially wary of melee opponents and grenades/mines that do exotic types of damage such as poison.
Int 12 - This should cover any skills I need. Namely Persuade. The party can handle just about everything else but only you can use the Persuade skill. No matter what class you are, focus on that skill first. Pick anything else but Security as your bonus. Security is useless as you can bash every lock in the game. Computer Use or Stealth are good secondary options. Repair is also used for a particular side quest but isn't too essential otherwise. Don't spread yourself too thin. Specialize.
Wis 14 - Will cover me for resistance versus enemy Force Powers and will help with the effectiveness of my own.
Cha 12 - More Force Points and synergises well with Persuasuion.
Take this knowledge and fill in the blanks with your own character. Understand what role you want to play in your party and build around it.
Dexterity: Improves AC and ranged accuracy, as well as your chance to avoid certain effects.
Constitution: As you said.
Intelligence: As you said.
Wisdom: As you said, though in some cases it adds a direct modifier to the effect of a force power (like healing).
Charisma: Used for persuasion, Charisma modifies the force point penalty for using a power that is not of your alignment, it is also used to determine how hard your powers are to resist (most of the formulas for this are, a base+Wis+Cha+something based on character level) as well as how strong some of them are.
It makes no sense at all, but Strength improves accuracy in melee, that's the way this system works.
Think about it, it makes as much sense as "armor helps you dogde, the heavier it is the better you are at dodging".
Have to be honest, just found an odd source that claims Strength governs accuracy for melee weapons (swords) and that Dexterity governs lightsabers if it's higher than strength. Problem is I have found no corraboration and I don't trust the site's info without any.
Strength (Str): Represents physical power. A high Strength adds modifiers to melee damage and chance to hit, which is important for characters who use close-comba weapons (vibroblades, lightsabers).
Dexterity (Dex): Represents agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters) and increases a character's Defense rating making them harder to hit.
Honestly, they need to fix the D20 System in this regard. If anything, whether you hit with melee should be affected by your dexterity. It doesn't take much strength to use a sword effectively. Moreover, bows should be taking on the strength modifier to determine attack rolls. Especially long bows, where drawing and aiming takes a great deal of upper body strength.
The bow bit doesn't really apply to here, but then D20 never was a very good system to use for any campaign that makes use of firearms.
When a soldier gets shot in Empire Strikes Back, he dies. When a soldier gets shot in KotOR, he takes 1-8 damage. Silly.
In full agreement with you. The D20 system does have a "Mighty" effect that allows a limited amount of strength to affect the damage of a bow, but it's not used on all bows and is considered an "extra" effect, even though it makes bows more realistic. 1-8 damage is so pathetic, there is almost no way to kill an enemy with such a weak weapon (unless they are just as weak), blasters in this game don't even seem possible, they are so non-lethal, even given that it takes multiple hits from most weapons to defeat any enemy.
I do not wish to argue and i argee that it sounds silly, but l do think that technology did go forward in that time-period. For instance how many use virosabers in Empire Strikes Back?
An interesting point, please bear with me as I like discussing this sort of thing and I am not trying to argue. There is likely to have been some technological improvement over the 4000 years between the two points, however, if blasters were ever as non-lethal as they are in KotOR they wouldn't be used over more primitive weapons like any gun powder weapons.
I believe the use of vibroblades in KotOR has more to do with the number of Sith\Jedi there are at the time, simply if a soldier went into battle without one they may find themselves at a severe disadvantage with only a gun, while it's unlikely that they would be able to out duel a Sith\Jedi the use of a sword type weapon likely increases thier chances for survival.
Of course if we take the rather weak blasters as true, then the use of swords among basic troops does make sense, however, it seems unlikely that the killing power of any type of weapon would be so limited. Almost every weapon invented was meant to kill, primitive clubs have more lethality than KotOR blasters which all seem to be set on stun.
For instance, Hyperdrives are ranked in quality on a decreasing scale. 0.0 = Infinite speed. At the time of the Galactic Civil War most freighters had a class 3 or 4 hyperdrive. Not very impressive when 4000 years earlier the Ebon Hawk had a class 1 hyperdrive. Still not as good as the Millennium Falcon's 0.5 but really... Only a 0.5 improvement in 4000 years?