Glovz said:In my mind, even the most skillful have a little luck on their side.
Good idea! Except instead of Barter (not sure how luck'd factor in that) I think I'll go with Traps, Outdoorsman and Repair.
Leadership and Speech while absolutely influenced by charisma, need some intelligence behind them as well.
Thought about this too, but decided against it because, in practice, both of them will have too much intelligence involved in them anyway: Intelligence of course drives skillpoints, so by the time you have 100 Leadership, even if you have 10 CH, more than half will have come from Intelligence. Besides, Charisma definitely needs a boost relative to Intelligence, don't you think? Here's the revised list:
Big Guns: ST + AG*2 + PE
Rifles: AG*2 + PE*2
Pistols/SMG's: AG*3 + PE
Heavy Melee: ST*3 + AG
Light Melee: ST + AG*3
Unarmed: ST*2 + AG*2
Doctor: PE*2 + IN*2
First Aid: PE*2 + IN + AG
Lockpicking: PE*2 + AG + LU
Repair: IN + PE*2 + LU
Science: IN*3 + PE
Sneak: AG*3 + LU
Steal: AG*2 + PE + LU
Traps: AG + PE*2 + LU
Barter: CH*3 + PE
Leadership: CH*4
Outdoorsman: IN + PE*2 + LU
Speech: CH*4