Sure. I agree. What I am looking for, though, in addition to that, is that the process of collecting those perks would be (at least almost) as satisfying as the end result, and even so if one decides not to follow any certain tree (in which case one would be lacking the highest proficiency in all areas). And, once again, imo that can be more effectively achieved with less perks, that indivually matter a bit more. No skillbonusperks (or at least very few), but something more specific (like higher proficiency, in one certain area of a given skill). Maybe even perks that exclude some other perks out. Perkstyles aside, the point I'm trying make is that the process of building your character with both skills and perks should feel rewarding (and possibly even thoughtprovoking through lesser amount of bonuses to pick) even before the highest possible proficiency in whatever area is achieved, and that's all. I'm not disagreeing with the general idea, just partly the method.
I must be missing something, then, since I am not seeing how watching ones character gradually become stronger and stronger with each level is not rewarding in and of itself. Sure, it's not as readily visible as 'hey, I just got this cool new perk', but I cannot see how it would be any less satisfying since with each smaller increase you can take on somewhat tougher challenges than before.
Non-specialized characters could still be made, they just wouldn't be as effective in the later stages as a specialist would due to not being particularly good at anything. Would be an interesting challenge though.
Mutually exclusive perks are a staple of the 'tree' system, since specializing in one direction often locks out another due to conflicting requirements.
True I understand I was discussing this earlier you can check previous posts. I just was trying to point out that some of those perks always taken action boy, Sniper, better criticals for example. In a chain / tree system would likely to be in all / most combat specialties. For the reason that a chain system of weapons would end up very similar. for example 1. more damage 2. greater chance to hit 3. Less AP used. 4. greater chance to kill.
So with a FPS style rpg that FO3 was it would make more sense to leave some of them as they are. As feasibly they could but not should fit into all catagories of weapons.
And the fillers are left as rpg material the solution there is to add small combat bonuses to them or make the role playing element more active in quests or in general.
There is no easy way to make perks balanced entirely. I just was trying to point out the flaws relying on trees alone can bring.
You see a chain system can lead to less role playing. As it defines a character as that chain above all else.
With 20 perks in FO3 vanilla a chain system would still have lead to those uber perks if only spread out more. With 15 perks only this time a tree system could still lead to the same uber perks but in three chains spread out. So I think in general specialized weapon skills could be better chained. to limit being a master of all weapons. But in general most perks should remain chainless. To allow a more free style to roleplaying. Than a dreadful class based system where handicaps are pushed forward. Making certain characters almost impossible to finish the game with.
You're not quite getting it. Things like Action boy and Sniper wouldn't necessarily be in the same tree nor even acquirable by the same character, depending on how things were set up. The whole idea is to
not have perks every character would take, since there's no guarantee any given perk would benefit any given style of character. Heck, Sniper might have nothing to do with VATS at all in such a system.
Furthermore, some perks that are 'must haves' in FO3 wouldn't even exist in this system (GRS, for one), which would make room for a more diverse collection of perks since nothing would be 'essential'.
As to perk trees limiting role-playing, well, that's a matter of personal taste; some folks here might
prefer to need to specialize according to a character's chosen RP, since a character's skills need to fit the role or it doesn't work. I do see where it might feel limiting in that you would need specific trees for specific roles, however if done carefully there could be more than one approach
within a given tree to fit any particular role.
I'm not sure where you got 'class-based' from in all this, since any character can choose to specialize in any tree. In a 'class-based' system, you would choose your class during creation and that would lock certain trees out from the start- even if you
wanted to take them you couldn't as it wouldn't be class-appropriate. Rather, what this system does is encourages a small number of specializations as a means of defining what a particular character is rather than forcing it from the start, since choosing
not to specialize at all is also possible.