Can you play F1 without followers?

No, if you take small guns as a tag skill then you don't really need to tag energy weapons, it will be a long time before they became necessary. And in vanilla F1 raising any skill above 100 is not needed, especially if you don't do aim shots, so with 8 intelligence you should be fine.
 
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OK, lots to think about there. The walkthrough I read said that Luck affects quite a few things as well as combat, and they suggest 6. And I would like more perception and endurance, so maybe I'll alter those. And it looks like I have a spare tag to choose, so maybe I'll go Speech just to make people a bit more cooperative.

I think I have a good idea of what character build I want now.
 
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This guide says that Charisma is all but useless, and that 1 is perfectly viable.

http://fallout.wikia.com/wiki/User:Porter21/The_Nearly_Ultimate_Fallout_Guide

So maybe I could reduce this to maybe 2 or 3 so that I can increase Perception etc?
 
I was about to suggest that if your character is combat-orientated, you could lower charisma and pack more into endurance or luck. But the prices will go up a little.
 
Yeah seems like the way to go, and then maybe play as more of a smooth-talker in a future game. It seems like there are a good few ways to play this.
 
Unspent APs represent defensive potential in the game. Any unspent APs when you end your turn, transfer immediately to Armor Class. This is more useful in the very early game, when you don't have decent armor; late in the game the weapons and skilled opponents make it dangerous to rely on; however, there are unarmed fights in the rings where it's useful; and can keep you from getting hit. It does work with any armor, including power armor.

In Fallout 2, with the right stats and perk, you can boost your AC by 20 if you have to.

Even shooting once instead of twice, does have the potential to cause the opponent to miss their attack. If you know that you cannot kill or incapacitate them for attacking twice that round, and are low on hitpoints, it can be worth it to bump up your AC.
 
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Didn't know that, thanks. Seems like it's worth staying still and adding to armor class then rather than moving one space.

I'm now at the stage again where I have to choose my first perk. I would consider Awareness but it seems like a waste if playing without followers. So that leaves Earlier Sequence, Quick Pockets, Strong Back (I suppose this can wait a bit), and Toughness. Any opinions on these? I've heard mixed opinions on Earlier Sequence, but that combined with Fast Shot has to be good when fighting groups alone doesn't it?

Edit: never mind, I went with Toughness, seeing as Earlier Sequence only apparently helps in the first turn.

I'm also stuck now in Vault 15, two floors down, with seemingly nothing to do. So time to get a walkthrough.

Does anyone know the point (if any) of having a bag in your inventory?
 
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Turns out the bag is pretty useless.

Really getting into this game now, just arrived in Junktown and things are getting interesting.
 
Bags kind of suck, but if you're the sort that gets meticulous about inventory arrangement or collecting, they can be handy. For roleplaying purposes, I used to have an Action Historian character that kept a survival kit (lighter, rope, edibles, rad chems, first aid kit, nuka, Cat's Paw) in one and every holotape in the wasteland in the other. You right click and use the hand icon to open or close them, and you can drag items over the top of their inventory icon to place them inside, IIRC.

Once or twice, you'll find one placed in the environment that already has stuff inside it, too. Make sure to check the one you find in the Junktown casino before selling it off.

The point of Vault 15 can be easy to miss, as the relevant info flashes by pretty fast in your text window, usually during a running rat fight.
 
Yeay the bag only seems useful for segregating items. The inventory is a pain in this game (having to scroll up and down all the time), so maybe bags could help with that, especially because I will be a bit of a hoarder. Unless there's a mod that improves inventory management?

The walkthrough suggests that I didn't miss as anything in vault 15 anyway.
 
I'm guessing I should follow the walkthrough in terms of the order of places to visit, at least until I have the water chip? Dialogue has revealed various locations on the map, but the walkthrough suggested going straight from Vault 15 to Junktown, despite the fact that the path between the two virtually went through a point of interest (I think it may have been raiders or something). Maybe I could have done the raiders on the way, but I'm always paranoid about time limits, even if they are generous.
 
Hey Ian, a friendly word of advice from a fellow Vault Dweller: don't rely on guides too much. :grin: Unless you are really keen to see and do everything the "right" way in one playthrough and quickly plow through FO1 and 2 before 4 comes out, of course. I know that it's easy to feel lost and it's tempting to sneak a peek at Per's excellent guide for the next step, especially with the time limit and what not. But I read guides when I was playing through FO1 for the first time, too, and that kind of spoiled things for me. Some of the characters and events in the game are meant to be a surprise. Just so you know.
 
Doesn't LUCK affect every roll in the game? [+/-]

Hey Ian, a friendly word of advice from a fellow Vault Dweller: don't rely on guides too much.
icon_biggrin.gif
Unless you are really keen to see and do everything the "right" way in one playthrough and quickly plow through FO1 and 2 before 4 comes out, of course.
I would recommend not playing Fallout or Fallout 2 before FO3 or FO4; I would only recommend playing the first two last, or perhaps concurrently with FO:New Vegas.

FO3 seems rather hollow after playing Fallout; and I expect FO4 to seem even more so than FO3, when compared.
 
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Yes I'm laying off the guides now. I've done the water chip anyway, so the pressure's off.

And I've played F3 and FNV many times before now and really enjoyed them every time, so I'm sure I'll enjoy them again after 1 and 2. Especially because games will be the first time with mods.
 
combat skills & companions aren't needed if you take a pacifist approach and avoid fights entirelly.
It is totally viable approach, even for first-timers, if you build you playthrough that way...

Gizmo >
If you play the games out of order, you will spoil yourself.

Advised order, story-wise.

- Fo1, first. (you might want to try the demo too. You can finish the four path of that game in one or two hours)
- Then, Fo2/FoT/FoBOS, in any order. They all mention Fo1 plot points, but they don't mention each other.
- Then, Fo3/FoNV, in any order. Those two games mention Fo1 and Fo2 plot points, but barelly mention each other, or FoT and They don't even mention FoBos.

I didn't played Fallout Shelter yet, but i assume you only need to play Fo1 and Fo2 as those two games bring all the needed informations about the vaults. But once again, i didn't played it, so i might miss some spoilers.
 
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I'm a combat character and I've done OK so far. I'm not using followers but I've occasionally borrowed a follower for a difficult mission, such as the radscorpions at Shady Sands, and Decker's crew. But now that I've levelled up a few times and got some decent weapons I can hopefully be more independent.

I hear mixed views on Tactics, and only bad things about BoS, so I was going to skip them, unless people think they are worth giving a go.
 
Turns out the bag is pretty useless.

Really getting into this game now, just arrived in Junktown and things are getting interesting.
From memory, which could be faulty, bags were useful for concealing dynamite. Setting the timer then planting, (reverse stealing), the dynamite on a target could be tricky. However, setting the dynamite and putting it on the floor next to someone resulted in them recognising the danger and turning hostile. Setting the timer, putting the ticking dynamite in a bag, then putting the bag on the floor, avoided all the problems. This tactic was useful where there were multiple targets and planting dynamite on 1 would mean the blast would only damage 1 target. I think this also created the opportunity to place dynamite to 1 side of a target so he/she would be 'blown' in a particular direction or away from a particular spot if they survived. Example: 2 separated targets + 2 dynamite. 1 target requires 2 dynamite to kill and the other requires 1. You set 1 dynamite in a bag next to the tougher target on the opposite side from the weaker target. The target is then blown towards the weaker target in the blast. You can then kill both targets with the 2nd dynamite.
 
I hear mixed views on Tactics, and only bad things about BoS, so I was going to skip them, unless people think they are worth giving a go.

I don't think anyone would recommand you to play FoBOS. It is considered as bad by almost everyone (new & old fans). It is difficult to access (you need an emulator or a console). Its plots is un-original (kind of a rehash of Fo1), and it is never mentioned by subsequent games. (and not canon)

On the other hand, FoT is a nice game, while not being an RPG and contain a very few story choices. It is mostly a combat-based game, with a very improved combat system (compared with Fo1-Fo2), available in Turn-based & Real-time. The plots are varying in quality, but contain some nice and very Fallout-y twists. It offer one of the best views of the Brotherhood Of Steel. It has a few inconsistencies and is currently considered as semi-canon. Fo3-FoNV contain very few negligibles mentions of FoT. The game has some multiplier modes, and a quite active modding community. (although, less active than Fo2-Fo3-FoNV, but a bit more than Fo1). So, IMO, the game is worth-playing, only if you don't mind seeing a lot more combats and much less dialogs.
 
Gizmo >
If you play the games out of order, you will spoil yourself.
You'd think so... but it's exactly like Highlander... If you watch the first movie first, you can't stomach the sequels.

*For the Highlander and Fallout series both, the best course is to pretend that the sequels never happened, and stay away like the plague; or at least play them in order from bad to better.
 
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But if you start with the worst episode, will you bother watching the others ?
(same if the first one sucks. Why bother making good sequel if the first one sucks ? Just make a new licence that is suspiciously similar, but with different name and design)
 
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