No, it doesn't- at least not exclusively. It can also mean superfluous or excessive.
That's the same thing. Having three parachutes is excessively redundant; not to mention a bit superfluous.
With that misunderstanding cleared up...I'm looking at the rest of your posting and scratching my head a bit. There's the bit where you go on about the merits of barter and gambling, but we've been over this- the classic Fallouts don't have a lot of economic scarcity. As long as you actually loot the people you kill, you'll typically have enough trade goods to barter for what you want, even without spending a single point on barter or making a cap from gambling.
Skill choice reflects the PC's personal interests, and aptitudes.
I have played cRPGs where you can simply enter in your PCs attributes; it totally lets the player max out all stats (and is a game balance nightmare). The reason for it was so that the player could manually import their PnP D&D characters, and have them play the adventure.
Sometimes the skills are there because they need to be there to support a given character type.
If the player's character doesn't care to barter very well, then do they not have to put points in Barter; but if they want to roleplay a wheeling & dealing salesman type... then they have the skill option to reflect that aspect of their character's personality. The same goes for a Gambler. They can't play a Bret Maverick type and not be a skilled gambler. To leave it to luck alone, would prevent PCs from succeeding with skill—and even against bad luck or cheating opponents.
And if you're not killing people, well, then you presumably don't need to trade for weapons either so you're fine either way.
Of course you need to trade for weapons (and ammo, and medical supplies, etc...), NPCs run out of ammo in Fallout—unlike the silly way they did it in FO3.
And the binary nature of gambling is something you don't even acknowledge. Surely you must see that, at the very least, with a high enough gambling skill that you can make infinite casino money, the barter skill becomes completely superfluous? It's just very bad game design.
I've acknowledged the flaw in the Gambling skill in probably every single post I have in this thread—certainly in most of them.
Barter and gambling are unrelated. The system isn't really set up for buying with caps... Bottle-caps are not money, they are meant as a trade equalizer; for when the items are too close to include additional equipment... you make the difference with caps. Bartering is item for item; caps are technically items... like old-world pennies. The player can technically trade thousands of caps, but it's like paying in pennies. Nobody would want to trade a plasma pistol or body armor for its value in pennies. I cannot imagine in that setting, a person trading useful equipment for thousands useless bottle caps instead of for useful equipment in return. To do so would leave them at the mercy of others (with useful equipment) being willing to trade for sacks and sacks of crimped tin.
In Fallout it is very possible to make it back to town with only a an empty minigun to trade (like for stimpaks—and from a guy who might only have a stimpak and a mute-fruit in his pocket). In this case you'd be trading a valuable item worth dozens of stimpaks for one—or get none at all.
Honestly I was disappointed that Fallout did not impose a penalty for sneak while carrying a conspicuous amount of bottle caps.
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Then it's grenades being a godsend...what?
Grenades often knock everyone off their feet; that saps APs; can stun. Grenades can be thrown past party members. I always use grenades when the opportunity arises. They are a low AP item, so PCs can use them when they cannot fire a burst, and some PCs can use them twice per round.
Throwing knives do pathetic damage so I'm not sure why they're mentioned at all.
http://fallout.wikia.com/wiki/Throwing_knife_(Fallout)
First aid is a gimped version of doctor. Yes, it's true whether you like it or not. The doctor skill can do everything the first aid skill does...
No it cannot. Using First Aid does not decrease the number of attempts available to correct crippling injuries, use of the Doctor skill does; and it cost more to do it, and more to be able to do it.
First aid's main function is having a higher starting level and being levelable by books. In other words, it's a skill whose advantages is that it doesn't need to have skillpoints put into it.
First aid's main function is to heal hitpoints, and be available (and improvable) to any character of any build. This is not so of the Doctor skill; which requires a hefty investment of skill points, and/or tagging it to become par with First Aid; but then it gives the ability to correct crippled limbs and temporary blindness.
If this makes you wonder if it should have been a skill in the first place, you're onto something (it shouldn't).
Skills in an RPG are there to facilitate the personality of the PC. Some PCs will be medical experts, while others will be combat specialists. The Doctor skill is there for medical specialists; the First Aid skill is there for PCs that are not doctors.
**Aside; (as I'm sure some of you know...) Fallout was hoped to be a Wasteland sequel, and with that in mind, it's no surprise that it has two medical skills, since Wasteland had two of its own. Medic, and Doctor. In that game, these skills had an IQ stat requirement of 15/21 respectively. AFAIK, in that game Medic was indeed a lesser version of the Doctor skill.
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A reminder to everyone who's just tuning in, this is a mechanical gameplay discussion.
Fallout had the problem that Armor Piercing bullets... AFAIK—they didn't.
The other problem was that they did the party member AI in script; (party members were not originally part of the game). The script lacked some needed hooks into the engine, and so the AI essentially could not see the PC during combat—and would fire weapons past them at enemy targets.... often burst firing into the PC's back.
There was also no way to force them to move. Many a player got trapped behind a party member that blocked the exit. This was fixed in Fallout 2; and in combat it actually uses their APs when you do this.