I have a question for the people who made a low strength, 5 or less. How come you did this? I am assuming for Roll Playing purposes. So my next qeustion is, how do you not go crazy in not being able to pick up every single thing? How do you decide what you drop and what you carry then?
Another question, why do people have such high Luck? 9 or even 10? :shocking: I would never had thought of this before.
Another question, why do people have such high Luck? 9 or even 10? :shocking: I would never had thought of this before.
STR - There are strength requirements for almost every weapon and there seems to be a significant loss of accuracy based on not meeting the strength requirement for a weapon (guns included) so anything lower than 5 is probably a poor choice. Anti-material rifle for example requires 8 to be fully effective but if you start with 5 get the implant to have 6 and then select the perk which lowers all strength requirements by 2 then you can use it with no problem.
PER - This one seems worth dropping low but remember 6 is a requirement for alot of nice perks (Better Criticals being chief among them)
END - Aside from cumulative HP gains based on how high your initial endurance is this stat also comes into play later in the game. I didn't take more than the initial five and it ended up working out just fine.
CHA - debateable really, if you're playing a speech/barter character this might be worth it but considering that all the speech/barter checks seem to be based solely on the skill level, not the amount of charisma you have, i think this stat is probably still worth sacrificing for other, better stats. I've not tested its significance in regards to how much better your companions will be and for that benefit alone when playing on "hardcoe" mode it might be worthwhile not to neglect this stat. Long story short, i think that dropping this stat to 1 and giving yourself 9 starting intelligence would probably way more than make up for the loss. This isn't to say that high charisma won't give you the benefit of dialogue checks but if you have speech/barter chances are you don't need a third option.
INT - This stat cannot be neglected, every aspect of the game involves skill checks. EVERY dialogue you have contains some skill check (there are stat checks but it seems that they are much less frequent) I tend to put this at 9 from the get go.
AGI - this stat can go either way but for Guns its pretty important. 1 agi = 3 AP (i believe, correct me if i'm wrong - i know it was 2 in FO3 but i think it changed) - problem is that you can't really neglect this stat if you want some of the better gun/melee/unarmed perks.
LCK - I never have this stat set low. Luck = 1% crit so giving yourself an automatic bonus to crit% is very nice, IMO. I shouldn't have to stress this but the fact that the game is set in Vegas makes luck beneficial for another reason and i've also had a number of other dialogue choices due to high luck.
Ultimately its your game but i'd say perception/charisma are the most expendable.
As to picking up everything in sight i think the commonly understood tradeoff is weight/cap amount. point being is that how many caps do you need? Coupled with general dead body pilfering my high luck amount at the tables in the casino's i've never dipped below 20-25k caps since level 8 or so. Especially since the best weapons in the game tend to be free because you have to find them.
FYI - perk selection has become extremely important. So perks that seemed no-brainers in the last game may be perks you don't even want to bother with this time around.