Advice for starting a character?

Post » Wed Jun 09, 2010 4:08 am

I'm about to start F:NV and was wondering if there are any things I should know before beginning, so I don't hurt my character unreasonably later. For example, I noticed the formula for how many skill points you earn per level. Is it a good idea to start out my Intelligence at 10 so I can get the full amount right from the start, or is that a waste of points? Anything else like this? Any good skills, perks, or traits to take early on? Any recommended minimums for the primary stats?

Thanks.
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AnDres MeZa
 
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Post » Wed Jun 09, 2010 12:42 am

Just keep a rough idea of what sort of character you want it to be and pick/focus on the traits/perks/S.P.E.C.I.A.L/skills that help it achieve that. It's all pretty obvious from in-game descriptions; there's really no need to go to extreme lengths like INT-maxing, in fact I think planning a "build" too strictly detracts from the actual game experience.
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Alan Whiston
 
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Post » Wed Jun 09, 2010 12:13 am

What I do is put my SPECIAL and Skill Points into what's need for the Goodsprings quest. Once I've done everything in Goodspring, I leave and rebuild my character.
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Antonio Gigliotta
 
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Post » Tue Jun 08, 2010 3:46 pm

If you see rapidly moving red ticks on your compass, go the other way. Those tick marks are Cazadores, they are very fast and very deadly, but their rapid movement, even when not in combat, makes identifying them with the compass very easy.

http://images3.wikia.nocookie.net/__cb20101111122127/fallout/images/e/e4/Cazador.png If you see a Cazador, run away, don't dike around, run away, RUN.
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Aliish Sheldonn
 
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Post » Wed Jun 09, 2010 6:04 am

Just kinda take a look at some of the perks that are available in the game and plan your character's special and tag skills around that.
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Anna Watts
 
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Post » Tue Jun 08, 2010 10:51 pm

Thanks. I don't want to get too picky about it, just want to make sure I'm not hurting myself later. :)
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Latino HeaT
 
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Post » Wed Jun 09, 2010 12:52 am

I'm about to start F:NV and was wondering if there are any things I should know before beginning, so I don't hurt my character unreasonably later. For example, I noticed the formula for how many skill points you earn per level. Is it a good idea to start out my Intelligence at 10 so I can get the full amount right from the start, or is that a waste of points? Anything else like this? Any good skills, perks, or traits to take early on? Any recommended minimums for the primary stats?

Thanks.


I'm not sure that maxing out a skill, even INT, is really worth it in this game. Most Perks are unlocked with stats of only 6. From a roleplaying standpoint it makes sense, though, and extra skill points never hurt.

Regardless of the type of character you plan to play, Speech is incredibly useful.

In general I suggest you just pick 3 to 5 skills that you want to focus on, and look through the list of Perks so see which ones you want for your character before you start playing. Make sure your SPECIAL stats and skills are going to be eventually sufficient for the Perks you desire. Otherwise have just have fun. Quick save frequently, slow save periodically.
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Kill Bill
 
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Post » Wed Jun 09, 2010 1:08 am

Just dont rush yourself take everything slow and smooth. it will help your experience.
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mimi_lys
 
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Post » Tue Jun 08, 2010 9:05 pm

I'm not sure that maxing out a skill, even INT, is really worth it in this game. Most Perks are unlocked with stats of only 6. From a roleplaying standpoint it makes sense, though, and extra skill points never hurt.

Regardless of the type of character you plan to play, Speech is incredibly useful.

In general I suggest you just pick 3 to 5 skills that you want to focus on, and look through the list of Perks so see which ones you want for your character before you start playing. Make sure your SPECIAL stats and skills are going to be eventually sufficient for the Perks you desire. Otherwise have just have fun. Quick save frequently, slow save periodically.


if you intend to gamble it never hurts to stack the deck with High Luck
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Stephanie Kemp
 
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Post » Tue Jun 08, 2010 6:25 pm

Do not boost any S.P.E.C.I.A.L stat to 10 at the beginning; you will be able to purchase implants which increase a given stat by 1 (but only once).

When planning your S.P.E.C.I.A.L, take per requirements into account. For example, if aiming for Better Criticals, a perk at level 16 which requires Perception of 6 and Luck of 6, you need to either set these values from the start, achieve them by taking Intense Training perk, or reach the implants-selling clinic before that level. Otherwise, have a plan for which perk you will take instead once you hit 16 (Meltdown? Weapons Handling? Something that became available from earlier levels?). You cannot "save" a perk slot to be filled later; once level 16 hits, you will have to choose one of the available perks from the list.

The game's most important skills are NOT the combat ones. Speech, Science and Lockpick are the skills I would advise you to bring up to 75 ASAP.

For each skill, there are 3-4 skill books that permanently increase that skill by 3 points (4 with Comprehension). That means you can save 12-16 skill points per skill by having some patience.

Sometimes, though, it may be worth spending some skill points you could save instead if it saves you real-life time and nerves. For example, I would recommend boosting Repair to 90 by level 14 regardless of whether or not you have found all copies of the skill book, so that you could take Jury Rigging and make (and save) some major caps. The economics of the game have been made much more challenging by the latest patch (ammunition and weapon mods have been made more expensive), and you can no longer raise enough caps just from prospecting, or even gambling to be comfortably rich all the time.

Some skills are only really used for skill checks, and can be left at 80 or less if you have the Comprehension perk, skill-boosting gear and an ample supply of skill magazines. 80 Lockpicks+ skill magazine will open a 100 difficulty lock, and 70 Speech + Naughty Nightwear + skill magazine will pass the 100 Speech check in dialogue. Skill magazines can be purchased in large quantities from a certain doctor once you have attained a high reputation with her faction by donating certain chems.

Try to buy and sell things in vendors where you have discounts. The difference may be as large as 40% of the price.

NCR dollars and Legion Denarii exchange rate is always the same, regardless of the vendor and of your barter level; therefore, so long as your Barter skill is low, it is best to exchange this currency for caps in vendors where you do NOT have discounts. This way you're depleting the caps supply of an unfavorable vendor where you wouldn't get a full price for other goods while saving the caps supply of a discount vendor where you can get a better price for items. Pre-war money, however, is a barter item, not a currency; its price varies depending on your Barter skill and on the vendor.

Buying weapons at full condition is very expensive; however, if you have Jury Rigging, you can buy an expensive weapon in a bad condition and a cheap weapon in full condition and repair the expensive weapon with the cheap one. For example, a single full-condition Varmint Rifle worth 75 caps can be used to repair an Anti-Materiel rifle worth 5600 caps from completely broken to perfect- a net gain of over 5500 caps.
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jessica robson
 
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Post » Wed Jun 09, 2010 7:13 am

Just keep a rough idea of what sort of character you want it to be and pick/focus on the traits/perks/S.P.E.C.I.A.L/skills that help it achieve that. It's all pretty obvious from in-game descriptions; there's really no need to go to extreme lengths like INT-maxing, in fact I think planning a "build" too strictly detracts from the actual game experience.


I agree with this. The best thing you can do is create your own character, not min/max or follow someone else's "build," because chances are that person doesn't play the same way you do.
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Neliel Kudoh
 
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Post » Wed Jun 09, 2010 7:54 am

Just experiment :wink: and have fun.
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Dean Ashcroft
 
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Post » Tue Jun 08, 2010 5:49 pm

The game's most important skills are NOT the combat ones. Speech, Science and Lockpick are the skills I would advise you to bring up to 75 ASAP.


How much will it hurt not to tag one of the combat skills though? I was planning on Guns.
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Jack Moves
 
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Post » Wed Jun 09, 2010 4:02 am

IF you plan on tagging a combat skill, tag one you plan on using a lot. My NCR ranger character focuses on guns and melee weapons while my newly created Renegade Brotherhood knight has energy weapons and melee tagged.
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Michael Korkia
 
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Post » Wed Jun 09, 2010 2:40 am

If you purchase laxatives early in the game, it makes things much easier later on, especially in hardcoe mode where constipation can be a real problem.
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louise hamilton
 
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Post » Tue Jun 08, 2010 7:23 pm

At the beginning, in Doc Mitchell's house, loot EVERYTHING in his house and sell it to the man in the general store. It will get you a decent amount of resources and caps.
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Tania Bunic
 
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Post » Tue Jun 08, 2010 8:16 pm

Try having a decent endurance skill at the very least 5, whatever your endurance skill is determines the amount of implants u can buy and also ill recommend staying away from one of the traits that make your limps cripple easier whenever u cripple a limp u are unable to move or use your giant watch. Also avoid deathclaws at all cost well at least untill u level up.
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cosmo valerga
 
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Post » Tue Jun 08, 2010 6:24 pm

How much will it hurt not to tag one of the combat skills though? I was planning on Guns.


Yes, tag a combat skill. Or at least be ready to pump many points into a combat skill early on. (Guns is fine, as are the others. Just depends on your style) I don't recommend tagging more than one combat skill but you sure can if that's your focus. Science and Lockpick are great for getting into certain places and obtaining certain unique items; however if you aren't concerned about getting into certain places or obtaining certain unique items those skills become less important. By the time most unique items become available through these skills, your character is already fairly powerful. Speech is more useful all around for quest completion.

Probably the best advice is that you should play through the game once by just doing what you want. Until you've played it through once you won't really understand all that is there to be had, or what the possibilities are.
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Brooke Turner
 
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Post » Wed Jun 09, 2010 3:49 am

Yes, tag a combat skill. Or at least be ready to pump many points into a combat skill early on. (Guns is fine, as are the others. Just depends on your style) I don't recommend tagging more than one combat skill but you sure can if that's your focus. Science and Lockpick are great for getting into certain places and obtaining certain unique items; however if you aren't concerned about getting into certain places or obtaining certain unique items those skills become less important. By the time most unique items become available through these skills, your character is already fairly powerful. Speech is more useful all around for quest completion.

Probably the best advice is that you should play through the game once by just doing what you want. Until you've played it through once you won't really understand all that is there to be had, or what the possibilities are.


Thanks. I chose Speech, Science, and Lockpicking. I also chose the Good Natured trait, so that's a further hit to my Guns skill, but oh well. I will put points into it early, but I like the idea of a character who is otherwise well-rounded and smart. After all, I was just a courier. I need to learn how to use a weapon now. :)
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Marilú
 
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Post » Tue Jun 08, 2010 8:56 pm

If you see rapidly moving red ticks on your compass, go the other way. Those tick marks are Cazadores, they are very fast and very deadly, but their rapid movement, even when not in combat, makes identifying them with the compass very easy.

http://images3.wikia.nocookie.net/__cb20101111122127/fallout/images/e/e4/Cazador.png If you see a Cazador, run away, don't dike around, run away, RUN.


Word. Unlike Death Claws which can be easier once you equip big guns and good armors, those damn bugs are masters of evasive move not to mentioning damn poison, so even with good armors and big guns they are very annoying to hunt!
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Kayla Keizer
 
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Post » Wed Jun 09, 2010 4:28 am

Word. Unlike Death Claws which can be easier once you equip big guns and good armors, those damn bugs are masters of evasive move not to mentioning damn poison, so even with good armors and big guns they are very annoying to hunt!


Agreed, man sometimes Bleed Me Dry can really tick me off getting some of the eggs can be a pain. (Deathclaw and Cazador)
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Alister Scott
 
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Post » Tue Jun 08, 2010 10:48 pm

Thanks. I chose Speech, Science, and Lockpicking. I also chose the Good Natured trait, so that's a further hit to my Guns skill, but oh well. I will put points into it early, but I like the idea of a character who is otherwise well-rounded and smart. After all, I was just a courier. I need to learn how to use a weapon now. :)


I also chose Good Natured with my first character. It will serve you well. Remember to hang on to those skill books, they don't weigh anything and will get you through some tough skill checks.
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Kayla Bee
 
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Post » Wed Jun 09, 2010 10:43 am

How much will it hurt not to tag one of the combat skills though? I was planning on Guns.

If you're playing on Very Hard, it might hurt a bit. If you're on Normal, you can leave Guns at 25 for a long time.


The Varmint Rifle and the 9mm pistol both have Guns requirements of zero, and they're more effective than most people realize, The Service Rifle and the 9mm SMG have Guns requirements of 25, and they can bring down anything you're likely to meet in the map areas south of Sloan. except for Giant Radscorpions and Nightstalkers (although I've taken out two GR with a 9mm in an emergency, I wouldn't recommend it, especially on hardcoe). My current character, at level 16, had Guns at 50, walked around with a scoped Hunting Rifle, a 10mm SMG and Veronica with her default Power Fist, and he took out REPCONN Nightkin and Sentry Bots at Repconn HQ very easily. Unless you plan to attack Deathclaws and BoS Paladins very early in the game, Guns can wait.
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Erin S
 
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Post » Tue Jun 08, 2010 7:53 pm

I also chose Good Natured with my first character. It will serve you well. Remember to hang on to those skill Magazines, they don't weigh anything and will get you through some tough skill checks.


Fixed that for you. the books weigh 2lbs each :P
which should also be held on to until you have the comprehension perk (or you just don't care about the extra point it gives you (4pts in a skill vs 3pts))

If you're playing on Very Hard, it might hurt a bit. If you're on Normal, you can leave Guns at 25 for a long time.

The Varmint Rifle and the 9mm pistol both have Guns requirements of zero, and they're more effective than most people realize, The Service Rifle and the 9mm SMG have Guns requirements of 25, and they can bring down anything you're likely to meet in the map areas south of Sloan. except for Giant Radscorpions and Nightstalkers--Snip a bit-- . Unless you plan to attack Deathclaws and BoS Paladins very early in the game, Guns can wait.


also use the Iron sights on your guns when ever you can. it cuts down bullet spread considerably
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George PUluse
 
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Post » Wed Jun 09, 2010 1:43 am

If you're playing on Very Hard, it might hurt a bit. If you're on Normal, you can leave Guns at 25 for a long time.


The Varmint Rifle and the 9mm pistol both have Guns requirements of zero, and they're more effective than most people realize, The Service Rifle and the 9mm SMG have Guns requirements of 25, and they can bring down anything you're likely to meet in the map areas south of Sloan. except for Giant Radscorpions and Nightstalkers (although I've taken out two GR with a 9mm in an emergency, I wouldn't recommend it, especially on hardcoe). My current character, at level 16, had Guns at 50, walked around with a scoped Hunting Rifle, a 10mm SMG and Veronica with her default Power Fist, and he took out REPCONN Nightkin and Sentry Bots at Repconn HQ very easily. Unless you plan to attack Deathclaws and BoS Paladins very early in the game, Guns can wait.


Yeah I'm on Normal. Glad it's not an issue. I just hit level 2 and put a few points in Guns -- well, 7 to be exact, but that only got me to 17. I'll take your advice and try to shoot for 25, then keep focusing on my main three.
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Gemma Flanagan
 
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