How KOTOR’s Remake Can Revolutionize RPGs by Learning from D&D 5e!

The classic video game Star Wars: Knights of the Old Republic, often hailed as one of the best games ever made, continues to be cherished for its exceptional quality among Star Wars video games. A remake of this beloved title is being developed, but there’s been no recent updates on its progress, leaving fans waiting in anticipation for a release date. Star Wars: Knights of the Old Republic notably employs rules from the Dungeons & Dragons d20 3e system, providing turn-based combat. This innovative approach was successful at the time, resulting in a Star Wars game that boasted advanced RPG mechanics and character customization options that were unprecedented for the franchise.

3e’s rules in Dungeons & Dragons were mechanically complex, making them challenging for newcomers. Simplification occurred when D&D 5e was launched, focusing more on character development and narrative, while maintaining the essence of role-playing games (RPG). The upcoming KOTOR Remake presents an opportunity to incorporate this revised 5e version, aiming for a better balance without compromising its RPG characteristics.

Bringing 5e’s Emphasis on Roleplaying and Party Synergy to KotOR’s Remake

Class System and Progression

In the game KOTOR, your character starts with three fundamental classes, and later, you can combine these with three different Jedi classes to choose from. However, these options are somewhat restricted, as there’s no way to change or respec your choices once made. In contrast, KOTOR 2 introduced three base classes and six prestige classes, which became accessible depending on the player character’s alignment. Introducing more Jedi and Sith classes, each with their own subclasses, would make for a more intricate role-playing game experience and character development.

A significant issue with the game KOTOR was the noticeable power disparity between the Jedi and the rest of the group. Although this difference aligns with the lore that Jedi are more powerful than other party members, it led to them being largely left behind on the ship during missions, thus missing out on content and chances for character interaction. In the reimagined version, a more balanced party dynamic would be beneficial, featuring defined roles and scenarios where each member can shine beyond just rescue operations.

As a fan, I believe one effective approach to tackle this issue would be by adhering to the rules outlined in the 2024 Player’s Handbook for character classes, specifically for Jedi. By defining clear roles and limitations for each class, we can ensure balance and allow every party member to shine. For instance, Bastila excels more in support roles rather than dealing damage (DPS), while characters like Canderous and HK-47 could serve as DPS and tanks respectively.

Implementing 5e’s Combat for KotOR

Turn-Based Combat

If the remake of KotOR aims to stay true to its Dungeons & Dragons roots, I strongly believe it should opt for turn-based combat. The resounding success of Baldur’s Gate 3 demonstrates that this style can be engaging and well-received, so KotOR might as well dive deep into the turn-based approach instead of sticking with the hybrid system from its previous installments. The combat rules in Dungeons & Dragons 5e have been streamlined to make battles more straightforward and intuitive, using advantage/disadvantage rather than piling up numerous bonuses.

Building on Skills

Instead of merely doling out points for skills, let’s consider revamping the system to make it less complex and more adaptable. For instance, we might combine Repair and Computer Use into a single “Tech” skill category. As players advance and level up, they could unlock various abilities and achievements within this tree. However, some of these skills may only be accessible to specific classes, or they could be restricted based on attribute scores.

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2025-03-30 18:05