zinfamous
No Lifer
- Jul 12, 2006
- 111,695
- 31,038
- 146
Originally posted by: ConstipatedVigilante
That's generally the case now, too. It could be fun to throw points into some different stats/skills to just create a different kind of character, though.Originally posted by: zinfamous
traditionally, sneak is pretty useless. if you're into small guns, then focus on perception and luck. As I mentioned in the other thread, each previous game gets you power armor at some point, which when equipped will boost your strength, added to the likelihood of finding a doc that can permanently boost stats permanently. Perception increases your hit chance, and luck increases your criticals. Luck also increases your rare encounters--not sure if that's a factor in this one, but it allowed you to get the better weapons before.
strength doesn't affect damage from guns, so anything more than 5 was always a waste before. (as power armor + boosts would get you to 9-10 near the end of the game) Charisma can be lower than you think--put ~7 into intelligence, and tag speech.
Does this have the attribute that lets you boost all stats by 1 from the start? I always chose that, much better than "skilled," as skill points become rather meaningless the further you go.
I usually went with S: 5, P: 7-8, E: 4-5, C: 1-2, I: 7-8, A: 6-8, L: 7-9. I always tagged small guns, speech, and lockpick. In the previous games, that pretty much opened up all the possibilities and you become devastating with the rifles. Once you start finding energy weapons, start putting some points into that.
Does Fallout 3 limit your level max?
Oh yeah: this is all based on the design before Bathesda took over...so not sure how much those numbers apply now...
The I: 2, all-stupid game FTW