Is this a decent FO1 character?

Post » Tue May 17, 2011 1:15 pm

Name: Vagisil
Age: 16
six: Never
Difficulty: Normal

ST......4
PE.....7 ( lowered by night person trait )
EN.....4
CH.....4
IN......7 ( lowered by night person trait )
LU.....8

Hit Points.......................27
Armor Class...................4 Enough to wear power armor?
Action Points..................7
Carry Weight..................125
Melee Damage...............1
Damage Resistance.......0%
Poison Resistance.........20% I don't really like this.
Radiation Resistance......8% What is this, magic?
Sequence......................14
Healing Rate..................1
Critical Chance...............?

Traits:
Good Natured, Night Person

Tags:
Energy Weapons, Lockpick, Science



The character creation screen intimidates me because I cannot anticipate the conditions the game will throw at me and which skills are useless. Surely I am only wasting points if I put them into gambling, which is there only to waste points on to deliberately handicap the player? The game I am hoping for includes battles where I have fair control of the battleground without being a walking fortress, and where I have chosen skills that will allow me to see more story to understand FO3. Night Person takes away stats during the day and restores them at night. This is a roleplay trait, but I'm not sure if the game will ever truly acknowledge it or if it is there to serve as a token point. I want to take Energy Weapons as long as they are available early in the game and my combat efforts do not cause me to suffer because of other low combat skills. I'm also not sure about Lockpicks if there are not many locks in the game. Perhaps Speech would be better. Surely, Science is an important skill to have? Or is this a boring character?
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john page
 
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Post » Tue May 17, 2011 8:33 am

Eww. Don't use Night Person. It really doesn't work out. Get rid of it for Small Frame. Instead of tagging Science tag Small Guns. You won't encounter Energy Weapons until MUCH later in the game.

What is your Agility? Agility is VERY VERY important, because of action points.

Don't worry about lockpicks. You use the skill and the game makes a roll with a 100 sided die to determine whether or not you succeed. Lockpick sets can improve that, but you don't use them up like you do in Fallout 3.

Oh and Armor Class is your ability to dodge attacks. The amount of armor class you have lowers the enemy's chance to hit by a flat percantage. Armor gives armor class as well.
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Avril Louise
 
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Post » Tue May 17, 2011 2:37 pm

Name: Vagisil
Age: 16
six: Never
Difficulty: Normal

six is means your gender, as in Male or Female, not if you will have six.



ST......4
PE.....7 ( lowered by night person trait )
EN.....4
CH.....4
IN......7 ( lowered by night person trait )
LU.....8

Strength should be 7 if you want to use Energy Weapons, PE should be 6, EN should stay 5, CH needs to always be an uneven number for companions, and IN could be 6, LK doesn't need to be that high and Agility should be 8.


Traits:
Good Natured, Night Person

Night Person isn't helpful, take Gifted instead.

Tags:
Energy Weapons, Lockpick, Science

Energy Weapons come late in the game, Science isn't too helpful and Lockpick is helpful sometimes.

Speech is more important.
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Rhysa Hughes
 
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Joined: Thu Nov 23, 2006 3:00 pm

Post » Tue May 17, 2011 12:12 pm

Eww. Don't use Night Person. It really doesn't work out. Get rid of it for Small Frame. Instead of tagging Science tag Small Guns. You won't encounter Energy Weapons until MUCH later in the game.

What is your Agility? Agility is VERY VERY important, because of action points.

Don't worry about lockpicks. You use the skill and the game makes a roll with a 100 sided die to determine whether or not you succeed. Lockpick sets can improve that, but you don't use them up like you do in Fallout 3.

Oh and Armor Class is your ability to dodge attacks. The amount of armor class you have lowers the enemy's chance to hit by a flat percantage. Armor gives armor class as well.

Wow you know what your talking about :)
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Cagla Cali
 
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Joined: Tue Apr 10, 2007 8:36 am

Post » Tue May 17, 2011 7:01 am

Wow you know what your talking about :)


Well... I would HOPE so ;).
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kirsty williams
 
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Joined: Sun Oct 08, 2006 5:56 am

Post » Tue May 17, 2011 1:08 pm

Kinda interesting to see other people's opinions about the builds. For I myself rarely spend my points on agility, I rarely need lot of action points since I usually shoot my enemies blind before they can get to the hitting distance. Usually I end up using hunting rifle or sniper rifle up until I get my hands on a plasma rifle.

ST: 6
PE: 7
EN: 5
CH: 5
IN: 7
AG: 5
LK: 5

Traits:
Finesse and Kamikaze

Tag skills:
Small guns, lock pick, (speech or steal)
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Marie Maillos
 
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Joined: Wed Mar 21, 2007 4:39 pm

Post » Tue May 17, 2011 2:56 am

If this is your first game, then take Small Guns. You can go for unarmed or Melee as an alternative but Unarmed kinda svcks mid to late game until you get a power fist and with Melee you have to fight deathclaw and minigun wealing supermutants up close - no thanks.

Speech is also highly recommended for a first play.

Lockpick seems a decent enough third. Also consider steal or a late-game weapon skill (Big Guns, Energy weapons).

Tags I'd usually suggest gifted and skilled for first timers.
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Kim Bradley
 
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