Random Comic Add To Favorites EarthBound: The Aftermath is proudly hosted by Smack Jeeves Webcomic Hosting.

14 Dec 2005 10:47 pm

Done

Well, all of the archives are now uploaded. It took about 4 days, but the fact is that it's done. So, anyway, it's time to start my rant for this week (seeing as how I don't have a new comic, I'll rant anyway to make up for the downtime).

I just rediscovered KotOR II (that's Knights of the Old Republic II, for you non-savvy gamers) recently. Since my last two play-throughs were dominated by a steroid-ridden, dual-lighsaber-weilding machine of death and a man so powerful in psychic abilities that opponents couldn't touch him, I decided to make a "stealthy" character. Little did I know that stealth would be the last item on my evil list.

Due to my expanded knowledge of the D20 system (I picked up DMing D&D since then), I now understand the game mechanics much better. Therefore, I decided to experiment with critical hits. Here's how it went:

Step 1: Pick up disruptor rifle (critical range 18-20), equip, and find a workbench.
Step 2: Add enchancements for keen--making the crit range 15-20--and massive criticals.
Step 3: Gain the Master Sniper Shot feat.

If you want me to do the math for you, that doubles the crit range, then quadruples it. So, in essence, that's 3x2x4, or 24. A critical threat range of 24?! That means anything that hits must be a critical threat!

Yup.

All this experimentation in cheap tactics started when I made my guardian character, who has 34 strength and 6 attacks per round with dual lightsabers. Then it moved to the guy who has 30 wisdom (making it nearly impossible to save against his force powers) and uses Force Crush like crazy so his opponents don't even get a chance to close to attack range. I'd hate to be my foes when I'm feeling creative.

Post A Comment