Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes

Just as the success of a weapon attack is determined by an attack roll against defense, the success or extent of other damaging, debilitating and status-altering effects is determined by a saving throw against the Difficulty Class (DC) of those effects: the defender makes an opposed roll using d20 + the relevant save (Fortitude, Reflex or Will) versus the attacker's DC. If the saving throw is greater (or equal), then its success may reduce or negate any effect; if it fails, the attack has full effect.

Thus a saving throw always fails if maximum roll 20 + Save < DC, and always succeeds if minimum roll 1 + Save ≥ DC. Otherwise, the chance of success is as follows:

For example, a Fortitude saving throw must normally be made at DC 30 if a is triggered: Fortitude save 9 or less means this throw always fails (maximum roll 20 + 9 = 29), always resulting in poisoning; however, if it's 19 then it succeeds 50% of the time (roll (11-20) + 19 = 30-39); and if it's 29 or more then it always succeeds (minimum roll 1 + 29 = 30), never resulting in poisoning.

Force powers
Almost all offensive ../Force powers/ have DC 5 + attacker level + attacker and  modifiers + :

(Will) has DC 10 + attacker level + attacker Wisdom and Charisma modifiers + Force Focus, Affliction (Fortitude) has DC 20, Plague (Fortitude) has DC 100 and no saving throw can be made against or Breach, or (Advanced).


 * Stun, Force Push and Wave, and Fear, Horror and Insanity can also be countered by : Stun or Fear, or Immunity:.


 * Stasis (Field) can also be countered by Immunity:.


 * Affliction and Plague can also be countered by Immunity:.


 * Force Scream's attribute penalties can also be countered by Immunity:.

All except Force Suppression, Force Breach and (Advanced) Throw Lightsaber can also be countered by ance or Immunity.

Grenades
reduces grenade DCs by 2, while Uncanny Dodge 2 reduces them by 4. A successful saving throw halves damage (rounded down) and results in no secondary effect for all but Thermal Detonators.


 * Poison Grenades can also be countered by Immunity: or neutralized afterwards by an  or Improved or Master, while damage can also be significantly reduced or even negated by Improved  and.


 * CryoBan Grenade Paralyzation can also be countered by or Immunity:.


 * Plasma Grenade Horror can also be countered by Force Immunity: Fear or Immunity:.


 * Concussion Grenades can also be countered by Force Immunity: Stun or Immunity: Stun, Fear, Horror. Stun can be neutralized by Master Heal.


 * Sonic Detonator and Grenade Dexterity penalties can also be countered by Immunity:.

Mines
../Mines/ can be avoided if you or your party make a successful check to detect them, then move around them or use  to disable or recover them, or Stun, Disable or Destroy Droid to trigger Minor, Average or Strong mines respectively. Otherwise:

A successful saving throw results in no effect for gas and flash mines, and no Dexterity penalty for sonic mines, and halves damage of frag, plasma and sonic mines.


 * Gas mines can also be countered by Immunity: or neutralized afterwards by an  or Improved or Master, while damage can also be significantly reduced or even negated by Improved  and.


 * Sonic mine Dexterity penalties can also be countered by Immunity:.


 * Flash mines can also be countered by : Stun or Immunity: . Stun can be neutralized by Master Heal.

Any Devastating mines encountered are actually Deadly mines in all but name, and your main character only solos some areas containing Average mines.

On Hit
On Hit properties only take effect on a successful attack roll to a single target, but these effects can be reduced or even negated if a saving throw is equal to or greater than Difficulty Class (some can also be negated by or, removing the need for a saving throw).

Special weapons
Damage is halved if a Fortitude or Reflex save is made at the DC.

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