Seems Charisma is worthless? In Fallout 1 and 2 it was always my lowest stat, but I would at least do 4 so I could get 2 followers. In Tactics, it was pretty worthless, it got you promoted a little faster but again, at least imo a strong main char was most important so I would do 2 cha so I could have high agil/int.In FNV, it seems 100% worthless. With 2 cha, I still have 80 speech (100 with magazine) and it says cha effects nerve, which improves NPC's, yet with 2 cha I see Boone popping heads off left and right. If he was any stronger there would be no reason for my character to be there. So, what exactly is the point of having cha even go above 1?
Anyone found anything special about it? If I do go for another play through, my build is going to be 1 cha for sure at this point. For that matter, even speech seems worthless, it never allowed anything amazing, the best it did was allow me to buy weapons from the supplier at the dam early on and not having to kill the ranger for BoS, it never opened up an amazing quest or granted me something powerful I'd miss without having speech.Posts: 3355 Joined: Tue Nov 27, 2007 3:15 pm. Well, what's the point in having any stat except perception, strength, and luck above 1?
And with ED-E, you don't need Perception, either.I mean, if we don't care about the secondary functions of the stat such as the fact that Nerve would improve the companions and maybe they're not all as awesome as Boone normally. Maybe you don't want to gamble, so you don't care about luck, put that down to 1 too. And we're ignoring the perk requirements. So only Strength is needed for weapon requirements.
Maybe you could have some intelligence. Since each int point is only 1/2 a skill point per level.How you think a high speech letting you avoid the final boss fight is 'nothing amazing' and 'worthless' is lost on me.Sorry if I'm being defensive, but it comes when everything about what you wrote is so completely narrow. Boone is great, yeah, we get it. Doesn't mean Nerve isn't useful for the rest of the companions. The higher a stat starts, the less points you have to put into the related ones.
The higher they all start, you'll have better barter. And the perk requirements.
And it lets you avoid the Lanius fight entirely.Posts: 3387 Joined: Tue Oct 31, 2006 4:10 am. Speech is maybe the most overpowered skill in the game, you can save yourself so much hassle with a good speech score. Charisma does seem quite worthless though; I took a charisma of 7 partly for RP reasons and partly because I thought it'd affect how many companions I could have a la Fallout 2, and have been regretting it the whole playthrough.I still couldn't play a CHA 1 character though. I wanna be a likeable guy, not a Piers Morgan-style charisma-vacuum.Posts: 3453 Joined: Thu Jan 18, 2007 6:39 pm.
Intelligence is also a dump stat if you hunt down skill books and not aiming for multiple 100s in combat skillsLanius knee before the mighty Pushy and Scribe Counter on a Unarmed 24 character.a baby DeathClaw can put up a tougher fight.Intelligence is the opposite of a dump stat. It is the single most influential stat in the game.
Upping your intelligence has more impact on the strength of every single build than any other stat. Skill points are king.Luck is also pretty useful. Other than intelligence, I fail to see any other stat being a better option to raise than Luck except Strength for very specific builds (i.e.
Mostly unarmed, and some melee builds). It simultaneously gives you higher critical rates which is huge with the addition of DT, and a free 50k-200k caps, which makes it more useful for getting rich and keeping your ammo reserves up than Barter by a long shot.Charisma isn't useless. High speech and barter are pretty essential to completing many quests in the game. Obsidian made it possible to roleplay a non combat type character without getting pummeled thanks to Charisma raising your companions damage. If you don't believe me, try a character with really low charisma and speech/barter. At very hard, hardcoe, companions are mostly useless except Boone and Veronica with a PC patch.
And they have to be well equipped. And you'll get incredibly frustrated at how many quests you can't complete because your speech is too low.Posts: 3539 Joined: Tue Jun 20, 2006 6:10 am.
Intelligence is the opposite of a dump stat. It is the single most influential stat in the game. Upping your intelligence has more impact on the strength of every single build than any other stat.
Skill points are king.Charisma isn't useless. High speech and barter are pretty essential to completing many quests in the game. And you'll get incredibly frustrated at how many quests you can't complete because your speech is too low.But you can have high speech and barter without bothering with charisma though, right? Sure, you get a small penalty to those skills with low CHA, but that can easily be offset with magazines/chems/clothing.Also, hasn't INT been depowered? The number of extra skill points it gives you seems far lower than it was in FO3, so I dunno if a char with INT 9 has much in the way of an advantage anymore.
May 7, 2019 - Buy-side analysts and sell-side analysts both research companies and industries, but with some key differences. Buy side firms list. Apr 21, 2019 - A sell-side analyst works for a brokerage or firm that manages individual accounts and makes recommendations to the clients of the firm. A buy-side analyst usually works for institutional investors such as hedge funds, pension funds, or mutual funds. A buy-side analyst is much more. Sell Side includes firms like Investment Banking, Commercial Banking, Stock Brokers, Market makers and other Corporates. Buy Side includes Asset Managers, Hedge Funds, Institutional Investors, Retail Investors. Buy side firms can be bigger in terms of the operations but the number of analysts may be lesser.
Fallout New Vegas Charisma Checks
I don't like playing stupid characters, so I haven't tested a low INT build though.Posts: 3477 Joined: Sun Apr 08, 2007 6:17 am. Poor argument. You can have a high Speech and Barter while having 1 Charisma.Which is why I pointed out that your charisma score, not speech or barter skills, affects the strength of your companions.Though charisma isn't essential to speech and barter skills, it does give you free skill points in both, while not essential, makes it helpful.So the argument was that taking those two facts into consideration, charisma isn't 'utterly worthless.' It was never my intention to prove it was the most useful SPECIAL stat, because it obviously isn't.Posts: 3438 Joined: Sat Dec 23, 2006 11:59 pm.
Not if you know where to spend your skill points.Minimum Intelligence 3 plus implant rush allow you to significantly boost up your special but not much impact on your skills.This argument doesn't make any sense. Skill points are skill points. They make your character better at something. Just because you can play effectively without more doesn't mean more of them are useless. The question is if 60 skill points by level 30 for every 2 points of intelligence is more or less effective than adding 2 points to some other SPECIAL stat, which it clearly isn't.Strength: carrying stuff is useless with companions, and 30 skill points is obviously better than 1 base SPECIAL pointPerception: Pretty useless in general.
My Sniper build is just as effective with his base of 3 and with his effective of 7.Endurance: Only a minority of players play hardcoe, and even those of us that do should have figured out food and water aren't really a problem. More hit points is hardly better than raising a different skill by 60 points.Charisma: once again, your companions don't become so much more effective that it's better than giving yourself the extra skill points. And you get way more extra skill points for speech/barter with two intelligence than you do with two charismaAgility: Again, running faster has little mechanical benefit and 60 points for SNEAK is obviously a better effectLuck: Since no skill can really raise your crit chance, and two luck is arguably more effective at getting you caps than 60 Barter, this is really the only stat that stands a chance against intelligence. But since it's a specialized skill, I think we can claim intelligence is still the best skill for the vast majority of builds.Posts: 3439 Joined: Wed May 09, 2007 5:02 am. The thing is you can have 100 speech without having high Cha, as I said I have 80 (100 with magazine) making it a worthless stat.
You can be a diplomat AND have 100 gun skill. They really screwed up imo, in Fallout 1 and 2, your stats actually mattered.
![]()
Now, they really don't. Want Followers? You HAD to have charisma. Want skill points?
You HAD to have high int. A Sniper HAD to have good per. Now, you can have 6 int and have more skill points then you can use. 1 cha = 100 speech with ease. Many stats also required 6+ for the good perks. This game makes it way too easy, especially with 100 being the cap. They really need to bring it back to the old school fallout 1 and 2 system imo, with there being no skill cap, and skills getting more and more expensive per point over 100.As for speech being worthless, yeah, it lets you avoid fights as it always did.
But it doesn't let you do anything guns doesn't You can just kill people. My point is, it doesn't open up any big quest lines, it doesn't grant good xp, and it doesn't get you anywhere shooting the place up doesn't. I think the game should play out quite differently if your a diplomat, but atm it doesn't, the only diff is getting by with words or getting by with bullets.Posts: 3433 Joined: Sat Dec 01, 2007 6:22 pm.
This argument doesn't make any sense. Skill points are skill points.
They make your character better at something. Just because you can play effectively without more doesn't mean more of them are useless. The question is if 60 skill points by level 30 for every 2 points of intelligence is more or less effective than adding 2 points to some other SPECIAL stat, which it clearly isn't.Strength: carrying stuff is useless with companions, and 30 skill points is obviously better than 1 base SPECIAL pointPerception: Pretty useless in general. My Sniper build is just as effective with his base of 3 and with his effective of 7.Endurance: Only a minority of players play hardcoe, and even those of us that do should have figured out food and water aren't really a problem. More hit points is hardly better than raising a different skill by 60 points.Charisma: once again, your companions don't become so much more effective that it's better than giving yourself the extra skill points. And you get way more extra skill points for speech/barter with two intelligence than you do with two charismaAgility: Again, running faster has little mechanical benefit and 60 points for SNEAK is obviously a better effectLuck: Since no skill can really raise your crit chance, and two luck is arguably more effective at getting you caps than 60 Barter, this is really the only stat that stands a chance against intelligence.
But since it's a specialized skill, I think we can claim intelligence is still the best skill for the vast majority of builds.Adding 2 points of intelligence does not earn you close to 60 skill points by level 30. At most it adds 33 skill points over 29 levels. Each special stat governs at least 2 skills, so at most you gain 4 points from Intelligence governing 3 skills, and you only gain.5 skill points per level per Intelligence now. It's not the absolute must have stat it was in F3 anymore.Posts: 3413 Joined: Tue Feb 20, 2007 2:38 pm. This argument doesn't make any sense.
Skill points are skill points. They make your character better at something. Just because you can play effectively without more doesn't mean more of them are useless. The question is if 60 skill points by level 30 for every 2 points of intelligence is more or less effective than adding 2 points to some other SPECIAL stat, which it clearly isn't.Strength: carrying stuff is useless with companions, and 30 skill points is obviously better than 1 base SPECIAL pointPerception: Pretty useless in general. My Sniper build is just as effective with his base of 3 and with his effective of 7.Endurance: Only a minority of players play hardcoe, and even those of us that do should have figured out food and water aren't really a problem. More hit points is hardly better than raising a different skill by 60 points.Charisma: once again, your companions don't become so much more effective that it's better than giving yourself the extra skill points.
And you get way more extra skill points for speech/barter with two intelligence than you do with two charismaAgility: Again, running faster has little mechanical benefit and 60 points for SNEAK is obviously a better effectLuck: Since no skill can really raise your crit chance, and two luck is arguably more effective at getting you caps than 60 Barter, this is really the only stat that stands a chance against intelligence. But since it's a specialized skill, I think we can claim intelligence is still the best skill for the vast majority of builds.2 Strength also save you a perkPerception beyond 6 have been worthless for the last two years2 Endurance give you 2 more implants, unless you have 7 alreadyFor melee Agility would need to be 7 sometime, I can diverge 1 point hereUse spread sheet by nuclearsean I can get 1 skill @ 50, 1 @ 75, 3 @ 90 (all non combat) and 1 combat skill @ 100 without reading any books with Good Natured and Int4. Books brings another 72 to 96 points in. That gives me enough points to have 5 non-combat skill about 90. Then with more books for the secondary combat skill can easily reach 60 for perks.Now how you can tell me Int is the best special ever?Posts: 3455 Joined: Fri Jun 23, 2006 8:33 am.
An ambitious mod that aspires to be the best unofficial expansion ever released for New Vegas. But has a handful of problems and glitches that weigh it down.The best way I can describe this mod is 'everything but the kitchen sink'. Ranging from new outfits, weapons and armor to an entire landmass and a full assortment of quests that run across several distinct factions, there's no denying that the team behind the mod had their work cut out for them, and for the most part, they nailed it.Vault 18 is chockful of areas to explore and different questlines and stories to pursue, starting right from the opening moments when you're given a choice to pursue either a 'Warrior' or 'Scientist' path.
Both of these options give wildly different starter quests and offer some great replayability, buoyed by some solid voice acting and amusing character moments (the Charisma checks with Jenifer's father and resulting conversation between both of them is some of the funniest material in the game).The problem with this prologue, though, is that there are a lot of conditional perks and boosts that are easily missed, and it seems that the game is weighted far too heavily on one path, to the detriment of the other. It's hard to see what the rationale for going down the Scientist path is when being an Athlete nets you a potential boatload of skill books, several perks that directly increase critical stats like Guns and Charisma and some of the strongest character work in the game.Additionally, the ensuing post-prologue sequence severely punishes you if you side with the Enclave, as everyone either tries to kill you on-sight or the potential companions you wanted to recruit get gunned down moments after allying with you. As far as I can tell, there is no real point to joining the Enclave after you leave Vault 18, and you lose out on a LOT of character development and side content if you leave those potential companions behind to get blown up.(There may also be a way to prevent the reactor from blowing up, but I haven't experimented enough with that scenario yet, as it requires a massive assortment of anti-rad drugs just to survive.)After escaping, the mod starts to take a dive. But not necessarily in the way you'd expect.
For a mod that claims to have a sprawling overworld and plenty to see and do, the first half of what I assume is a full NCR playthrough was extremely linear. In quick succession, you are given two timed quests - escape the blast radius and escape a horde of Survivalists who are hunting for you, with multiple chances to be captured and put on a different path altogether in a different part of the world.That goes back to the diffculty, which wildly oscillates between easy and extremely hard. One minute, you're trying to fight off a horde of Enclave troops backed by Bragg, then the next you're casually taking potshots at the odd Bloatfly and Tarantula, before being confronted by a horde of Survivalists who've flanked you, to more serenity, to an even larger attack force that has access to weapons that can instantly knock you down.
This is all within the first half of the mod.I echo many of the other complaints users have had on the reviews page. Your companions turn into near-mute ciphers right after you camp out in Pinehaven. The story starts meandering once you leave the vault, with the potential villain (Eldragon, a distant relative of Elder Maxson from Fallout 4) not having enough screen presence or compelling dialogue to make a noticeable impact. There's a whole subplot about Ben (who you meet on the way out of Vault 18) having a split personality that reasserts itself when someone threatens him, but that doesn't translate into any real gameplay or character moments. There's a twist midway through the story that makes little sense and seems at odds with everything known about Fallout lore.That said, the game is absolutely gorgeous to look at, and the worldmass is easily on par with any of the DLC expansions like Honest Hearts or Old World Blues. While some of the buildings and locations could definitely stand to hold more loot, the ambient encounters you find are varied enough, and the settings are compelling enough, to see you through to the end.I wouldn't know that, though, because I ran into a fatal bug while doing the NCR questline and trying to get to Union City. Over, and over, and over without fail.In the end, New California has a lot to love.
Qasim ali shah books pdf. Nov 28, 2017 - There Is No Preview Available For This Item. This item does not appear to have any files that can be experienced on Archive.org. Qasim Ali Shah is a motivational speaker and a prevalent educator in Pakistan. He is known for his remarkable addressing and debating abilities. Shah conveys.
The problem is that you have to tough it through a lot of jank to admire the beautful world and care put into the custom elements. As of this version (Oct. 2018), it's a conditional pass, though I will likely reappraise it when it hits the 'final' version. An ambitious mod that aspires to be the best unofficial expansion ever released for New Vegas. But has a handful of problems and glitches that weigh it down.The best way I can describe this mod is 'everything but the kitchen sink'.
Ranging from new outfits, weapons and armor to an entire landmass and a full assortment of quests that run across several distinct factions, there's no denying that the team behind the mod had their work cut out for them, and for the most part, they nailed it.Vault 18 is chockful of areas to explore and different questlines and stories to pursue, starting right from the opening moments when you're given a choice to pursue either a 'Warrior' or 'Scientist' path. Both of these options give wildly different starter quests and offer some great replayability, buoyed by some solid voice acting and amusing character moments (the Charisma checks with Jenifer's father and resulting conversation between both of them is some of the funniest material in the game).The problem with this prologue, though, is that there are a lot of conditional perks and boosts that are easily missed, and it seems that the game is weighted far too heavily on one path, to the detriment of the other. It's hard to see what the rationale for going down the Scientist path is when being an Athlete nets you a potential boatload of skill books, several perks that directly increase critical stats like Guns and Charisma and some of the strongest character work in the game.Additionally, the ensuing post-prologue sequence severely punishes you if you side with the Enclave, as everyone either tries to kill you on-sight or the potential companions you wanted to recruit get gunned down moments after allying with you.
As far as I can tell, there is no real point to joining the Enclave after you leave Vault 18, and you lose out on a LOT of character development and side content if you leave those potential companions behind to get blown up.(There may also be a way to prevent the reactor from blowing up, but I haven't experimented enough with that scenario yet, as it requires a massive assortment of anti-rad drugs just to survive.)After escaping, the mod starts to take a dive. But not necessarily in the way you'd expect.
For a mod that claims to have a sprawling overworld and plenty to see and do, the first half of what I assume is a full NCR playthrough was extremely linear. In quick succession, you are given two timed quests - escape the blast radius and escape a horde of Survivalists who are hunting for you, with multiple chances to be captured and put on a different path altogether in a different part of the world.That goes back to the diffculty, which wildly oscillates between easy and extremely hard.
One minute, you're trying to fight off a horde of Enclave troops backed by Bragg, then the next you're casually taking potshots at the odd Bloatfly and Tarantula, before being confronted by a horde of Survivalists who've flanked you, to more serenity, to an even larger attack force that has access to weapons that can instantly knock you down. This is all within the first half of the mod.I echo many of the other complaints users have had on the reviews page. Your companions turn into near-mute ciphers right after you camp out in Pinehaven. The story starts meandering once you leave the vault, with the potential villain (Eldragon, a distant relative of Elder Maxson from Fallout 4) not having enough screen presence or compelling dialogue to make a noticeable impact. There's a whole subplot about Ben (who you meet on the way out of Vault 18) having a split personality that reasserts itself when someone threatens him, but that doesn't translate into any real gameplay or character moments. There's a twist midway through the story that makes little sense and seems at odds with everything known about Fallout lore.That said, the game is absolutely gorgeous to look at, and the worldmass is easily on par with any of the DLC expansions like Honest Hearts or Old World Blues. While some of the buildings and locations could definitely stand to hold more loot, the ambient encounters you find are varied enough, and the settings are compelling enough, to see you through to the end.I wouldn't know that, though, because I ran into a fatal bug while doing the NCR questline and trying to get to Union City.
Over, and over, and over without fail.In the end, New California has a lot to love. The problem is that you have to tough it through a lot of jank to admire the beautful world and care put into the custom elements. As of this version (Oct. 2018), it's a conditional pass, though I will likely reappraise it when it hits the 'final' version. This review contains spoilers.
Highest Rated (14 agree)Project Brazil has to be one of the most hopeful mods ever. If it were to be picked up by ZeniMax, and offered as a DLC - I would pay for it tenfold.
This is honestly one the best mods I have ever played, with an amazing storyline and astounding voice acting, very professionally-done. The new Enclave 'Patriot' uniforms are amazing, and despite my personal enmity against America, I wear one often. I guess I can coldly state 'I wear this as a big fuck-you.' Even in its current state, this is incrediblyJun 5 2013 by TB-755.
I did a little checking and found the following in one of the many Fallout Wikis:I specifically looked for Fallout 1 info and even though it seems to refer to the other Games in the Series, I'm pretty sure it applies to Fallout 1.I got by in my playthrough with an Average Charisma and Tagged Speech. I am pretty sure that a high Speech more than makes up for anything you lack in CHA & even if you decide to go with a high CHA, you still want to put a lot into Speech.As far as Luck, it is supposed to increase the chances for random encounters, I know it seems to do a little more in Fallout 2 than 1 but I've only played through once so I don't really have a way to compare from experience. A high Luck definitely increases the chance of getting some of the special encounters that are in FO1 and those are a lot of fun. Char increases the max number of NPCs you can have in your party (in Fallout 2 only).1-3 = 1 NPC4-5 = 2 NPCs6-7 = 3 NPCs8-9 = 4 NPCs10 = 5 NPCs (It's the max you can have in your team. Dogmeat and Miria doesn't count as NPC IIRC)Don't forget that you can always use mentats (and the sunglass) to increase the max number of NPCs, so you don't need high char to have many followers.: )Unless you want to make a diplomat, I wouldn't advice to put many points in charisma.Luck increases the chance of finding special encounters, your luck in combat (with low luck firearms can explode in your hand: P ), and your critical chance. Don't put 10 in luck, unless you want to take the Sniper or Slayer (.
Do we really need charisma in the game? From what I get, unlike Fallout 3, where if you have a high enough Charisma you get extra options to pick in dialougue. It seems that in New Vegas, this is more of your Intelligence and some options you pick in perks. So the only reason I can see picking a medium or high Charisma is to get your Speech and Barter skills up higher, but otherwise, it doesn't come into play in New Vegas.
Am I wrong here?Also from what I gather, Luck is mostly for playing gambling. I have my Luck of 1 right now.
I know any companions I have will be weaker, and my% chance for getting criticals is way lower. I am ok with this. This makes the game a bit harder withou increasing the difficulty level for me. When I made my character, I was told not to gamble.
Why would this be? So is gambling bascially rigged then? I thought gambling was basically random and not rigged.Thanks for taking the time to read this.Posts: 3563 Joined: Fri Jan 26, 2007 5:15 am. Gambling is always rigged whether it's in game or IRL. However when your luck is high you have a higher chance of winning a lot of chips and getting comped free stuff like food and armor.
Gambling is a great way to make money. I guess a lot of people have noticed that it's hard to make money in this game but I set my luck to 10 and have had no problems (Although finding out there was a luck implant I feel I wasted a stat point.). So yeah high Charisma means that your followers will do more damage and take less damage from enemies. And a high luck effects your crit chance and gambling.Posts: 3352 Joined: Thu Jun 29, 2006 7:32 am. I started with a Luck of 9 and 4s and 3s in my physical stats. Then I cleaned ouyt all the casinos and balanced out my characters stats with implants. It didn't even take that long, especially if you're any good with Blackjack and I had just come off a two month stint playing Red Dead Redemption, so I knew how to play and win.
![]()
Maybe fifteen minutes to clean out one casino.Charisma is extremely useful for pansy characters. My guy is a pansy. Therefore, I have high Charisma.Posts: 3448 Joined: Fri Mar 30, 2007 11:50 pm.
Do we really need charisma in the game? From what I get, unlike Fallout 3, where if you have a high enough Charisma you get extra options to pick in dialougue. It seems that in New Vegas, this is more of your Intelligence and some options you pick in perks. So the only reason I can see picking a medium or high Charisma is to get your Speech and Barter skills up higher, but otherwise, it doesn't come into play in New Vegas. Am I wrong here?Also from what I gather, Luck is mostly for playing gambling.
I have my Luck of 1 right now. I know any companions I have will be weaker, and my% chance for getting criticals is way lower. I am ok with this.
This makes the game a bit harder withou increasing the difficulty level for me. When I made my character, I was told not to gamble. Why would this be? So is gambling bascially rigged then? I thought gambling was basically random and not rigged.Thanks for taking the time to read this.My character started at:S-P-E-C-I-A-L9-1-9-1-10-9-1And Its very successful at level 11 so far using melee weapons. I already finished a playthrough with a guns character and this melee character blows the other one away, does twice as much damage and enemies drop twice as fast.My first character had 70,000+ caps without ever gambling by the time I finished the game so therefore I don't need the luck for slots.
I'm waiting for cooky things to happen because of my low luck but so far out of almost 100 hours of playtime nothing yet. I'm about to reach the medical clinic and will put implanets into str, end, and agility immedietly, and as soon as I finish a few quests get the damage reduction implant.Don't listen to others by making a mediocre character, a jack of all traits. Select something you want to do beforehand and focus directly into it. The game will end soon enough and you can then try a different character that specializes other skills therefore needs other SPECIAL stats invested into.Posts: 3490 Joined: Thu Nov 16, 2006 3:36 pm. In my game (hardcoe and 5CH too) Veronica sometimes got so scared at only seeing enemies from a distance that she ran away a little and crouched holding her head (didn't happen often, though, but nonetheless).I played with 1CH/1Luck and had no issues at all with any companion I've tried - they're all gung ho.
Veronica would be right up there punching the hell out of things while I smacked them with Oh Baby!Regarding what you say about her crouching & holding her head - I noticed that if I was far enough away from an enemy, Veronica would do that 'crouching pose' - I worked out that this was because she could see the enemies, but considered them too far away (or unreachable) to warrant running over to hit them - the moment I moved close enough to the enemies, she'd charge in. It wasn't to do with her being 'scared'.This is on very hard hardcoe.Posts: 3332 Joined: Fri Feb 23, 2007 9:00 am. Charisma is even more useless than it was in Fallout 3, since half the time there is a speech check there is also an option to use some other skill. There weren't nearly as many science/sneak/medicine/etc conversation topics in Fallout 3. Luck does indeed seem to have an enormous impact on gambling.
My current character has 9 luck, which makes blackjack pretty much impossible to lose. I've also gotten a 17k chip jackpot at slots without really trying (got me banned right away from The Tops, but hey).Posts: 3448 Joined: Mon Sep 25, 2006 1:40 pm. Charisma does seem useless. To me anyway. I wasn't planning on using companions beside just testing a couple out for the fun of it so I went with a 1.
Rex still always would suicide run into a mob of whatever he got a whiff of. I also never put anything into Luck.
I have it at 2 and I still get Crits left and right because I sneak so often. And since Charisma doesn't effect your interaction with NPCs it seems that much more useless. My Speech is at fifty and that's enough to get just about anyone to do what you want.Posts: 3461 Joined: Thu Sep 21, 2006 2:36 am. I actually found Charisma to be more useful in this game than in FO3. There are no 'Charisma' checks in either game. In FO3 it was all Speech, and there was a percentage so it was VERY easy to go through the game just reloading a previous save (I did this for the Operation: Anchorage during that last boss guy 'cause I couldn't kill him, but my chance of getting him to kill himself was only like 15%. So 20 reloads later and bam, it was done).
In this game it's Speech and Barter, with some Medic and Sneak a couple of times. Sure you can just put points into them with a high Int, but why not just put Charisma up to 4 or 5 and start with like 15-20 or so points instead of starting with like 8 and having to put a lot of points in to compensate? I also really like having a high luck because I crit hit all the time.
With 9 luck it seems like every 3rd of 4th shot is a critical hit, and this is without the Finesse perk yet.Posts: 3349 Joined: Wed Oct 18, 2006 6:53 pmDisplay posts from previous: Sort.
Originally posted by:Because the stat itself does nothing. Having it high gives yo a small boost to Barter and Speech at the beginning - and that's it. There are no CHA checks in the game IIRC.And companion Nerve is just not that important.STR controls how large a weapon you can wield without it wobblingPER controls how far away you get notified of enemies on the mini mapEND controls HP and generally how hard you are to crippleINT is the GOD STATAGI controls how many AP you get for VATSLUC controls crit chance True, but i'm not all that interestted in controlling things in a 'mechanical' sense. My wish is to experience Fallout as a roleplaying game. Not exclusively perhaps, but on the whole that is really brings joy to my being.
Your points are good from a character building persepctive, but what if I am to approach that with perks? That makes good sense to me.I do agree that intelligence is a great stat, but my current courier has 8 of that, and nothing to poor in the other areas.
Well, he has 3 strength but still I can use most of the weapons I (or indeed, he) desires to use. Charisma is useful for really only 1 thing in NV, and that is boosting your companions fighting ability. This isn't really useful in the normal game since companions cannot die so doesn't really matter how good or bad they fight, they still do ok with you having minimum charisma, plus you can always use a charisma boosting item (party mentats, etc) during a few hard fights to make them a bit tougher. Since the game focus's on YOU being the main character, as long as you are decent and strong, your companions don't matter much, you are the one going to be stealth sniping foes with rifles, sneak killing npcs for loot/experience, doing the main brunt of combat. Your companions usually are there just to distract foes while you mop up. They heal after every fight, they cannot die, so why worry about making them 'stronger'. Unkillable is about as strong as you need.Now, in hardcore mode where companions can die, some people can focus on charisma some to make them stay alive longer.
This isn't a huge deal even on hardcore mode because you can simply load/reload games, or again use charisma boosting items to make them stronger, but charisma in hardcore games can be done to actually have tougher companions.But 99% of the time in NV or with NV gameplay, charisma is worthless, period. In a hardcore game where i like my companions to do more of the work and stay alive so i don't have to worry about them at all, i usually start with 5 charisma, boosted to 6 with implant, and then just party mentat when im in a tough fight. WIth 6 charisma i can get any charisma perks like ferocious loyalty that i want to help even more. Again, 99% of the time you really don't even do this. Originally posted by:Actually that isn't quite true, there are a few Charisma checks in the game.Obviously that doesn't change very much though, because of how unimportant they are. But remember, in Fallout 1 you could also set it to 1 without significant consequences.:DI'm going to stick with the wiki unless you have examples. Have you read what the wiki actually says?Specifically: 'Regardless of Barter or Speech level, some interactions will not be available if your Charisma is too low (eg.
When talking to Corporal Betsy). These ultimately do not have any significant effect on game play, nor do they provide any special bonuses.' And clarification from the wiki on the relevant page: '-You can flirt with Corporal Betsy in Camp McCarran if you also have high Charisma.' :EDIT: That may well be the only example, I certainly cannot remember any other checks in the game that require charisma. So, seeing as it requires a perk you were in that sense right.:). Originally posted by:I'm going to stick with the wiki unless you have examples.
Have you read what the wiki actually says?Specifically: 'Regardless of Barter or Speech level, some interactions will not be available if your Charisma is too low (eg. When talking to Corporal Betsy). These ultimately do not have any significant effect on game play, nor do they provide any special bonuses.' And clarification from the wiki on the relevant page: '-You can flirt with Corporal Betsy in Camp McCarran if you also have high Charisma.'
:There are a few Charisma checks in the game, yes. However, this particular interaction is not possible unless the character is (1) female, (2) has the Cherchez La Femme perk and then finally (3) has 6+ Charisma. It is isn't entirely true to say that it is just Charisma dependent.Regardless, you did use the Vault rather than the inferior Nukepedia.
That scores you +2 on all Intelligence rolls from this point out. You don't truly have free will. You can take different branches in the story, but you can't actually change it. You can't change Mr. House's mind about anything, you can't negotiate with anyone really. Sure, maybe get a slightly larger monetary reward for a quest, or additional help here or there, but you can't change the story or any quest.
They're predetermined. Whether it's the quest in Goodsprings with the powder gangers or Mr. House ordering you to destroy the BoS, you can't change the story, merely choose a different branch or get a slightly better reward.
That's really why Chr isn't that important. Also, with the game very combat heavy, it really rewards you for making some sort of commando character. You can't reason with radscorpions, deathclaws, geckos, raiders or 99.999% of the potentially hostile things in the game. You can only choose to be vanilla and try to keep every faction neutral towards you for most of the game.
Even then, in the end, it comes down to fighting. Yes, you can get Legate Lanius or General Oliver to quit via speech, but you have to fight to get there.Personally I like a well rounded character, so I keep all my special at least 5. I don't consider special very important, you can add your skill points however you want through the game. You have implants available, perks like intense training or weapons handling to help you or add to your special. This game is made so you can still win no matter what your character build is, and you can improve your character as you'd like as you level up.
I've played many different character builds, low strength, low int, low charisma, I found it didn't make that much of a difference. You have to modify how you play a little, but really not much. The only thing I wouldn't do again is make a low end character, that also effects your speed. That character was the only one I didn't keep all the way through, I'm just not patient enough.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |