Has anyone thought about this? I have been wanting to expand or at least brainstorm these items. Like, what should the other skills give? (Speech, Gambling, Big Guns). Do the current items match sufficiently to the skills? etc. Implementing the change is super easy, I'm just looking for different viewpoints on what changes might be useful, because many minds is always better than one, for such tasks. The point here is to differentiate more clearly between chosen tag skills (and thus play styles) by making a wider difference between those character's starting resources. Ideas-- Code: Small Guns (same) Lockpick (same) Speech 2 Mentats Energy Weapons 2 small energy cells Unarmed brass knuckles, 2 buffout Melee Weapons Knife & Club, 1 buffout Big Guns Flamer? 5mm ammo? Throwing 3 knives, 1 explosive grenade First Aid first aid kit Doctor doctor's bag Sneak stealthboy Steal (same) Traps 2 Dynamite Science [why the fuck does Science get Buffout?] Repair (same) Barter 2 Mentats Gambling bottle caps (100 maybe?) Outdoorsman food items in addition to flasks, and/or some extra flares Discuss.