» Wed May 09, 2012 10:30 am
It's been done in other things, and it generally doesn't work out well.
The old system we Dinosaurs are so fond of is the one I mentioned where you could go WAY up in skills, but diminishing returns kicked in. After a certain point, it started to cost you 2 skills points to get 1 point raised...then it cost you 3 points...and then 4. Sure, pushing yourself to a 150 Small Guns made you a great sniper, but you were so specialized that there was precious little else you did even remotely competantly until pretty high level. Because of that I usually ran with one combat skill at about 115 (small guns for Gauss weapons, or Energy Weapons for the Turbo Plasma Rifle), science up to 127 to complete an awesome quest, lockpicking to around 90-100 (with a set of improved lockpicks, and a mkII electronic lockpick) to get me into places and things, and then nothing else tended to get above 75 or so.
And that was at high level, near end-game after I'd been roaming the wastes a bit to kill hubologists and enclave patrols in the name of guns and money. Had to equip an entire party for the end battle, after all, and power armor and gauss weapons were neither common nor cheap. (Lenny, Cassidy, Sulik, and Vic all needed power armor and either a gauss pistol or gauss rifle, though sometimes I'd cheap out and just give Sulik a super-sledge. Marcus just got a Turbo Plasma Rifle and a Super Power Fist...much cheaper to equip him.)