Something like this, going by the current perk chart:
S3
P4
E3
C6
I6
A4
L2
That way, I have all of the perks required to create settlements, weapon mods, armor mods, etc available and can sneak, pick locks, and hack.
Something like this, going by the current perk chart:
S3
P4
E3
C6
I6
A4
L2
That way, I have all of the perks required to create settlements, weapon mods, armor mods, etc available and can sneak, pick locks, and hack.
You're still missing I:8, looks like robot crafting or something. Obviously, you can just put two perks into intelligence to get there, just pointing that out. Also, P:5 might be required for explosive related crafting.
Probably start off at 4 all around, and build a special operations/army ranger from there.
Yeah; explosives and robots would have to wait until later on in that character's career, and I don't think that they're important enough to justify spending original SPECIAL points on them (and thus svck up what few points are available for endurance and luck). I'm not convinced I8 isn't just for Codsworth and bonuses vs generic robots, either, though it'd be nice if you could do general robotics stuff.
It also doesn't have S4 for melee weapon mods.
Oh man, I didn't think of Robotics Expert improving Codsworth at all. But I'd really really hope that it lets us use robots to protect our settlements. Who needs a turret if you've got a Siege Breaker Sentry Bot?
C10 allows us to command human beings, resembling overpowered illusion magic from Skyrim, i don't see why I8 won't allow me to reprogram dat Siege Breaker.
That's true, there is no intimidation for robots, so I8 could fill that gap at some tier. I'm hoping it does all of the above
S - 6
P - 4
E - 1
C - 8
I - 7
A - 1
L - 1
Changed it up a bit, will need to put a point into Int.
and your crit meter would never recharge because luck is the governing special for crits.
S 3 - not interested in melee, but want Armorsmith perk
P 6 - for VATS weapon accuracy (eventually to 8 for Sniper)
E 4 - for health (eventually to 6 for Rad Resistance)
C 3 - for barter benefit, most of these perks don't interest me
I 3 - want Gun Nut early. Eventually want to raise to 6 for Science perk.
A 6 - for Action Pts and sneaking and lots of perks I'm interested in.
L 3 - like the idea of Better Criticals and More Criticals perks, but don't know if I'll reach these
S 9 - I want to do a mainly melee build, plus the idea of building my own weapons and Armour is very appealing to me.
P 1 - More interested in other perks, therefore this one must suffer for the time being.
E 3 - Enough of an investment to get Live-Giver.
C 6 - Enough to get local leader so I can facilitate trade among my many, many different settlements which I will build across the world.
I 6 - My secondary weapon will be energy weapons, therefore to have the ability to make energy weapon mods would be invaluable.
A 1 - Nothing I really need here for my build so this will suffer for now.
L 2 - Enough to get a little extra money at the start.
My build (or intended roleplay) is a wasteland samurai/sword-master of sorts with an attitude towards doing the right and just thing at the his or her expense, they are also a 'nation-builder' in the sense of status, as the game goes on he'll found many different settlements for all people across the wasteland in hopes that one day these settlements will align and create a much more powerful entity, as his persona is of a wanderer, he may achieve a near legendary status among his people akin to the Vault Dweller.
I think I am going with this,
S - 5
P - 4
E - 4
C - 1
I - 5
A - 4
L - 5
I will just take a hit on Charisma early in the game. I am going to take a hit on something, my logic is that by the time I need Charisma like to setup supply lines between my workshops (if I even do that on my first play through) I will be fairly high level I can only just assume. I can invest points into Cap Collector at level 1 Charisma, but the stat level itself without perks I am sure will modify barter prices. Early on in previous Fallout games the items you find and get off enemies are not worth much, later on is when you really start coming across items that are worth a lot. That is when you really want Charisma far as bartering specifically goes, the stat itself is good across the board, but with what I am going for with this character I think I can hold off on Charisma until later.
Starting Out will probably look something like:
S - 2
P - 4
E - 2
C - 6
I - 6
A - 6
L - 2
From there I plan on leveling up Charisma fairly early, not so much for the perks (but I'm sure I'll enjoy a few of them quite a lot) but due to Charisma now controlling our effectiveness at communicating. I really like being able to pass speech checks.
The more I think about it, the more I may just start with nearly everything at 4, and work on advancing from there.
I may drop END down to 2, and STR to 3, and then spread the remaining points into CHA and INT.
That is honestly the safest bet (4's across the board), I have been so back and forth, this is definitely the most difficult time I have had in a Fallout or even TES game coming up with a first character. I am just going to take a major hit on Charisma early on I have decided.
S: 6
P: 3
E: 4
C: 4
I: 6
A: 3
L:2
Mostly because I want to mod my guns, etc, so much. I also have no interest in settlement building in my first playthrough. I also love to hoard stuff, so...
I will go with a glass cannon/sneaky build:
S: 2
P: 7
E: 2
C: 2
I: 6
A: 7
L: 2
Hopefully, when the game gives me the option to respec, I will know if this is a bad idea.