Demonslayer, that post is two years old...
That said, remember, kiddies: Boost your Speech skill if you're playing a non-violent character.
That said, remember, kiddies: Boost your Speech skill if you're playing a non-violent character.
If you're roleplaying and want to get the most out of the game you should play a low intelligence character. Other than being quite fun with some silly dialogue most of the game is set up to provide clues for the dumber characters.Silencer said:Roleplay, mahn.
requiem_for_a_starfury said:If you're roleplaying and want to get the most out of the game you should play a low intelligence character
requiem_for_a_starfury said:The only weakness to the SPECIAL system is the game designed to use it. If non combat orientated stats and skills are worthless it's because the designer hasn't given that sort of player anything to do.
True, but more so perhaps with SPECIAL since the system is versitile.Kharn said:This can be said of any system
I don't think that bending would need to be done, throwing was only limited by non explosive weapons lack of damage, but then again when you're in a fight you're not going to get far by just using throwing knives.Kharn said:SPECIAL wasn't a perfectly balanced system. The inherent flaws of Gifted aside, there were skills (thrown weapons, doctor, first aid, that kind) which would've needed an enormous bending of the game world out of proportion to become as useful as, say, speech.
Actually, in Fallout, Charisma 2 is already one point more than a diplomat needs.Sander said:Again, you don't get the point: every attribute is useful for different types of character.
Really, if I play a diplomat, I won't need a high agility at all. And charisma at 2 is pretty abysmal and will net you quite a few problems.
Hah. Several people in the game will be very insulting, if not non-cooperative if you have low charisma. And it does reveal new speech lines, and new options. You can usually talk your way out of getting into trouble for being a thief if you have high charisma, for instance.Humppa Papan Tappaa said:Actually, in Fallout, Charisma 2 is already one point more than a diplomat needs.
This is the problem: to play a diplomat with great success, all you need in the world is IN 10 and Speech as a tag skill. To play a perfect thief, you don't really need anything except a handful of skill points in Lockpick.
To play a supreme combat-oriented character, on the other hand, you suddenly need AG 10, a high ST, a high EN, a high LK, a reasonable PE, a tag in a combat skill that isn't useless, and a number of perks.
I do think that, since combat was split into six skills, several attributes and many perks, what the SPECIAL system really needs is for the diplomatic aspect to be split into several skills, attributes and perks as well. Conversation options shouldn't come just from IN, but also PE and CH. There shouldn't be just one "Speech" skill, but several: Diplomacy, Bluff, Intimidate, Barter should have conversation uses - and there should be a whole tree of speech-related perks that a diplomat would be required to choose, that would open up new options (no, the +speech perks don't cut it). Same for thievery.
The roleplaying aspect (which should never play a part in a game balance discussion) aside, the way it currently works, Speech is as useful to ANY character as all the combat skills combined, and there really is no rational reason for a character to not spend the required points in it, becoming a master diplomat in addition to whatever he otherwise was.
Sander said:Hah. Several people in the game will be very insulting, if not non-cooperative if you have low charisma. And it does reveal new speech lines, and new options. You can usually talk your way out of getting into trouble for being a thief if you have high charisma, for instance.
And speech options do come from things other than IN, CH, PE and several other statistics also play a role in speech options.