Kan-Kerai said:
I don't mean partial level-ups. I mean that since you usually just manage to pass level 20 in F2, the +5% XP equates to an extra level-up. (20x105%=21)
Nope, that's not how it works either. It would if the required xp per level was constant, so that level progression looked like 1000, 2000, 3000, ... However, since it's really 1000, 3000, 6000, ..., we get a different effect from a fixed proportional bonus. In fact, if you take only one rank of SL, you'll not get a whole level ahead until level 42, whereafter you rise to 43 at the same time the non-SL character reaches 42. At level 15, there's a difference of some 5000 xp, which corresponds to one major quest or two minor ones. You'd be hard pressed to even notice the difference, let alone sit up and go "Yay, my level 3 perk is paying off!"
Humppa Papan Tappaa said:
SL sits comfortably above rubbish like Adrenaline Rush or Rad Resistance and even the various skill++ perks, yet people act like it reduces all your stats to 1 or something.
I'm looking at you too, Per
You'll notice I termed it the most "
deceptively lousy" perk (assuming you don't count those that don't even do what they say they do), because people look at it - as I did when I went through the manual the first time - and think, yeah, that's OK, that's balanced. And people
do pick it. I don't think I reflected on it myself until I read whitechocobo666's assessment (he grades Swift Learner 2/5, while making Awareness the only top grade level 3 perk

), and even then I had to whip up a small program (in TurboPascal -

@ Ratty) to grasp just what effect it really has. Comparing it to perks like Adrenaline Rush or Snakeater doesn't really say much.
Interestingly enough,
here none other than Sean K. Reynolds argues that a proportional xp penalty is an inadequate alternative to Level Adjustment in the d20 system, since the impact is too small (especially at low levels, which is his main argument, but if you keep the bonus at 5% this stretches out quite a bit, as we've seen). The d20 system works identically to Fallout regarding xp and levels.
For final coffin nailage, if the main purpose of Swift Learner is to get faster to better perks, that even further dilutes its alleged goodness, since only at every third timespan when the SL character is ahead a level will there actually be a perk involved; the rest of the time you either get nothing, or a handful of HP and skill points which don't really contribute much to perkworthiness.
Sander said:
Awareness, Quick Pockets, Thief and Night Vision also all depend on what you personally prefer for your playing style, which basically means that none of them are really better.
That argument seems pretty watered down to me. For all purposes I consider when selecting perks, they
are better.