Dimwit Character

Discussion in 'Fallout RPG Gameplay & Tech' started by DwayneGAnd, Jul 1, 2019.

  1. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    I have never actually tried to make a dimwit so I did. And was it ever a unique experience!

    Dimwit: I give up? Was it?

    No you idiot! That was a question, not a statement!

    Actually, I had a lot of fun playing a dimwit, seeing all those hilarious dialogues! Such as when you return the waterchip, get one of the skulz to laugh to death, befuddling Harry, melting one of the doctors at the Abbey by drooling repeatedly, screaming for ice cream when you box, the Arroyo elder repeating everything, Myron being your friend, Abel saying "your momma", etc. What I didn't like was how many quests were not available, many people not wanting to talk to you, many insulting or threatening you, or even attacking you (isn't that a hate crime?). So often I would have to resort to violence to get what I wanted.

    The best tip for this character is to stock up on mentats and use them when you need them, such as when you want to get Bonus Rate of Fire, rewarded for rescuing the Brotherhood scout, getting the Brotherhood implants, etc. But don't get any intelligence increases, otherwise you'll no longer be a dimwit and be able to play as one.

    All in all, a very unique experience.

    Obviously, you want to have a maximum of 3 intelligence. Charisma is useless since you do not use speech. Big Guns is the best combat skill because one of your traits is Fast Shot. Do not take Gifted because it lowers the skill points you get and you get much less as a dimwit. You need two mentats to get bonus rate of fire. After setting your stats to what you need to qualify for perks after bonuses, put the rest of those points into endurance.

    Now, how to build this character. Here is how I did it in Fallout 1

    Traits: Small Frame and Fast Shot

    S-6
    P-7
    E-7
    C-1
    I-3
    A-9
    L-9

    Endgame Weapons: .223 Pistol for ammo conservation purposes and Minigun for tougher foes.

    Perks: Awareness, Bonus Rate of Fire, Bonus Ranged Damage (2), Strong Back, Better Criticals, Sniper

    For Fallout 2:

    Traits: Small Frame and Fast Shot

    S-6
    P-7
    E-8
    C-1
    I-3
    A-9
    L-8

    Endgame Weapons: Gauss Pistol and Bozar. The pistol is used for ammo conservation and the Bozar for tougher foes.

    Perks: Awareness, Pack Rat, Strong Back, Quick Pockets, Living Anatomy, Action Boy (2), Sniper, Better Criticals, Bonus Rate of Fire, Bonus Ranged Damge (2)

    I wore the stronger power armor to raise my strength, got all the brotherhood implants except intelligence in Fallout 1 and the strength and perception modules in Fallout 2, got the stat increase bonuses (luck from Chuck in Boneyard, NCR nueroscan, agility bonus in EPA (which I needed mentats to get))

    I took out the entire cathedral, military base, and oil rig. Even Frank Horrigan never stood a chance, which is just fine because I doubt he could live with the embarrassment of getting killed by a retard!

    Edit: I'm going to be playing through all four builds again seeing as how I made changes to my guide on the thread Tips for Newbies From A Former Newbie. Maybe this way I'll make my characters even better without feeling like I'm wasting stat points. Check back at a later date to see my results.
     
    Last edited: Jul 15, 2019
  2. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    For Fallout 1, here is how to set your SPECIAL if you want to get the recommended perks without having to use drugs for qualification (except for the low intelligence which is required for this type of playthrough), assuming you take both Small Frame and Fast Shot, as well as get the maximum amount of action points and as many skill points as possible, without using drugs:

    S-6
    P-7
    E-everything else
    C-1
    I-2 or 3
    A-9
    L-9

    For Fallout 2:

    S-5
    P-7
    E-everything else
    C-1
    A-9
    I-2 or 3 (NCR) or 1 or 2 (Hubologist)
    L-8 (NCR) or 9 (Hubologist)

    Obviously, the lower intelligence value of the two choices is for those who plan to get a boost to intelligence during the game, but keeping intelligence low enough for the playthrough.