Making a non-combat character?

Post » Thu May 10, 2012 2:07 am

Is it possible to make a character based on things like high intelligence, and perception, then having things like barter speech, medicine, science repair and the like as your tag skills, and then keep the character mostly oh of combat taking the diplomat route everytime possible?

How would you set up such a character?
I was thinking focusing on int per and luck with strength and endurance taking back seats, and agl getting average care. Taking good natured as your trait and something else. Then Chereze Le Femme/Confirmed Bachelor and Lady Killer/Black Widow as your next perks.
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Flash
 
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Post » Wed May 09, 2012 2:43 pm

Charisma actually becomes useful then as charisma modifies your companion's stats, meaning a high-charisma character could rely on their companions to save them, should they actually get wrapped up in a battle.
Charisma is also neccesary to unlock some of the pacifist perks.
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leigh stewart
 
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Post » Wed May 09, 2012 2:12 pm

Is it possible to make a character based on things like high intelligence, and perception, then having things like barter speech, medicine, science repair and the like as your tag skills, and then keep the character mostly oh of combat taking the diplomat route everytime possible?

How would you set up such a character?
I was thinking focusing on int per and luck with strength and endurance taking back seats, and agl getting average care. Taking good natured as your trait and something else. Then Chereze Le Femme/Confirmed Bachelor and Lady Killer/Black Widow as your next perks.
Its completely possible though I would recommend focusing more on Endurance then Perception. Intelligence and Luck are good, but Endurance will be needed to give your character some surviving ability so s/he can effectively run from combat without dying with a bullet in the back. You also will have to use companions to protect you so spend all of your caps on making them the best bodyguards in the wasteland. You will also have to do an Independent playthrough.
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Roberta Obrien
 
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Post » Wed May 09, 2012 8:25 pm

I was thinking low strength and low endurence to save points for the others, and give me a reason to avoid combat alot and do my best to avoid damage.
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Charles Mckinna
 
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Post » Wed May 09, 2012 9:29 pm

High endurance
7 + charisma
High intelligence
low strength
High perception
Relatively low luck
1 Agility

Tagged skills
′Speech
Barter
Science

All of them for skill checks
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Lory Da Costa
 
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Post » Wed May 09, 2012 6:16 pm

It would be wise to recruit ED-E in Primm so he'll protect you from Mojave perils. You'll probably be able to do it fairly easily with high science and repair.
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Amanda Leis
 
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Post » Wed May 09, 2012 5:54 pm

Relatively low luck
I'd actually say high Luck is almost essential. The main source of income on a pacifist playthrough will most likely be maxing the casinos since scavenging and looting incurs a certain amount of risk.
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Baby K(:
 
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Post » Wed May 09, 2012 8:36 pm

I agree with high Luck.I wouldn't make a char with high perception, he'll probably have companions to rely on and there are other ways to increase it, see below.
On my pacifist (neutral) char I maxed luck and charisma to 10, all of the others got 4. Then I increased endurance (I think three times) via Intense training.I had low science because I didn't see a necessity that a pacifist char must also be a scientific one.I used four eyes as a trait, which decreases my perception at the beginning, but significantly increased it later, when I got +2 via glasses, +1 because of the trait and additional +1 of different head gear.Think about it.
I tagged Barter, Speech and I think guns, but this was mostly for self-defense, I refrained from using weapons when possible, but sometimes it was impossible like being attacked by Geckos near Primm, bunch of little monsters is what they are.

P.S.
ED-E and Boone were my companions. However, because I played Dead is dead, my story finished in Boomers generator when I hit one of those rockets by accident and was sent to death flying in the air.

P.P.S.
Also think about Wasteland wanderer outfit for the beginning, it gives the boost to END and AGL.
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Hella Beast
 
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Post » Wed May 09, 2012 3:12 pm

One of my favorite builds is 10 intelligence, 5 in everything else, tag barter, speech and one ranged weapon (guns or energy). Focus all perks on Good Natured skill enhancements and defense. No offensive perks.

I always put a little into my weapon skill each level but most points went to Good Natured skills, especially Speech and Science. Do not neglect repair, survival, lockpick medicine or barter.

Playstyle is to use skillchecks to avoid combat whenever possible. In fights, follow and assist companions using that one ranged weapon skill.

Even though science is not initially tagged, the 10 Intelligence and Good Natured trait make it start quite high.
Before Primm, and at times in DLCs, you cannot have a companion, so that weapon skill might be your only defense if there is no way to avoid enemies.

Fun build.
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Monika Fiolek
 
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