What's it like playing with high Luck and Charisma?

Post » Wed Dec 02, 2015 8:02 pm

I don't want to be boring and balanced like I was on the last two bethesda games. I don't want to spend hundreds of hours wondering what it would be like if I'd focused on these seemingly 'lesser' attributes.

Please, I'd like some advice from someone who knows from hardcoe experience: Is it stupid to put L and C to 8 at the beginning?

If not, what should I spend the rest on? How did that kind of thing work out on F3?

I'm a great fan but no veteran. Any advice appreciated.

Thanks.

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Dewayne Quattlebaum
 
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Post » Wed Dec 02, 2015 6:41 am

All of the special stats have a use this time around.. charisma being good for pacifist playstyles.. being able to manipulate people into letting you pass or following your orders instead in combat (maybe you can even get a deathclaw to follow your orders.. but i think that is unlikely even though they can manipulate creatures.. i think the deathclaw would be excluded or it might be OP)


luck in fallout 4 seems to be focused on VATS and criticals as well as finding better stuff..



I know im going 10 int 10 charisma and 4 perception. and try to avoid combat as much as possible.. lockpicking doors hacking terminals and talking people down/over to my side if a fight is needed.
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Jeff Tingler
 
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Post » Wed Dec 02, 2015 4:28 pm

There is nothing stupid about putting all you points in some stats or chose two of them to max out.

It depends on the player or the playstyle.

Some guys like to balance, others specialize and at least some go completly wacko...

But there are some great combinations, for ex: I and C

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Tyrone Haywood
 
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Post » Wed Dec 02, 2015 3:44 pm

Sounds like it could be a fun character. It'd be like playing the pretty dumb guy/girl. They get by on looks alone. Good looks seem to add a bunch of luck by default so it'd make sense that their luck would be high.

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Emily Shackleton
 
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Post » Wed Dec 02, 2015 9:40 am

From the graqevine, there's a Luck perk that would actually make it beneficial for you to have a ~low~ INT score. So a 1 INT, 10 Luck and maybe 10 CHA for talking and 4 PER for locks leaves AGI, STR and END at 1 at start. Would be an ~interesting~ build, I suppose. :)

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Andrew Perry
 
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Post » Wed Dec 02, 2015 10:11 pm

I'd recommend taking a couple points out of INT and CHAR and putting them into AGI if you want to avoid combat as much as possible. AGI affects sneak, which you will need to do if you don't plan on cappin' foos. Not to mention, Bobbleheads are confirmed and will most likely give one point of each SPECIAL stat (that point isn't confirmed though) so starting off at 10 in one stat may not be a great idea anyways.

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April D. F
 
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Post » Wed Dec 02, 2015 4:25 pm

Since INT doesn't determine number of skillpoints any more, there's no real reason to have a 10 (or even an 8 or 9) in any stat ~unless~ you really really really want the perk that unlocks at that SPECIAL value and you have to have it now now now.

You can start at an 8 INT, for example, and if you decide you just can't wait to find the bobblehead, you can spend a perk point to bump it to 9 and then one level later pick up that level 9 perk.

Heck, if you started at 1 INT, you'd "only" have to wait nine levels to get that nine-INT perk (eight levels for the +1 INT and then the ninth level gets the perk under nine-INT).

While I may start some stats at 6 or 7 (since I know I'm having a few at 1 - 3 max) I likely won't go whole-hog until I get a feel for how much I really want the higher-SPECIAL-requirement perks.

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Jessica Stokes
 
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Post » Wed Dec 02, 2015 6:46 pm

You would be the Homer Simpson to my Frank Grimes. (Grimey would have high Int and Per, but low Luck and Char.)

I've been thinking about a bunch of two-stat builds that I'd like to try--a Str/End melee tank, and Char/Luck dumb lovable clumsy goof... There are a number of interesting options if you raise a couple stats and minimize some others.

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Love iz not
 
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