Well, if you use small guns for one level, how can you say you "practiced" your energy weapons? And add points to it? I have a Big Guns/Unarmed character.... yet I couldn't add points to Big Guns for about the first 9 levels, because it took forever to save enough money for the Rockit Launcher schematic, see the barter skill mentioned above. Now, I finally got Eugene, and now can add points to the Big Guns skill.
I make money by scavenging, finding Sugar Bombs and slaving. That's it. Oh, and collecting ears... I currently have Jericho as a follower. When we successfully complete a quest, I have to pay him 500 caps for the mission.
Aha, I see what you mean now, thanks.
I may adopt (most of) the following from now on. I like your ideas a lot, here are some comments.
Every transaction must equal zero. This means that you are trading, not selling. Presumably designed to prevent you from amassing a fantastic haul of caps? I think this would have a huge affect on the game.
Barter is what it is at the beginning of the game, you can never add points to it. Won't make a huge difference since I hardly ever put points into Barter anyway.
You cannot fast travel. Might be a bit boring when completing functional quest parts, especially over long distances. But at least it removes the safety that fast travel provides.
You cannot repair items unless you are safe and are standing next to a workbench. Yes, I like that a lot. No repairing without the necessary equipment, and definitely no repairing in the middle of a fight.
You cannot be overencumbered. You have to drop it. Not even overencumbered for a few seconds for the purposes of using it immediately for repair?
If the item breaks, you must throw it away, no matter what it is. Another great idea, though throwing away a treasured unique weapon might be hard to do.
You cannot heal crippled limbs, only a doctor can do this. Agreed, no dispute here. Although a condition that you can heal limbs when your Medicine skill is >90 would be an acceptable compromise.
All ammo has weight. You cannot carry 200 missiles, only two. Ammo having weight in New Vegas was a great addition. I'd like the same in F3 though enforcing it yourself might be difficult. The only way of doing this would be to limit the number of rounds per ammo type.
Three weapons only, couple of nades. Yes, a weapon carry limit. It can be divided further - one or two dual-handed guns (or one big gun) at the most, plus any one from the handgun/melee/unarmed category.
You cannot carry ammo that you have no weapon for. It should be acceptable to carry such ammo, but only the the grounds that it doesn't exceed the limit shown above. Other than that, I like it.
You cannot have Educated, Comprehension, Grim Reaper's Sprint, etc. I think that if the perks exist then its ok to use them.
Endurance is at 4 or less. Yes, the LW can take a huge amount of damage (missile in the face, anyone?) before dying.
You cannot add points to skills that you did not use the previous level. I understand now.