New Character

Discussion in 'Fallout RPG Gameplay & Tech' started by Grin, Apr 22, 2010.

  1. Grin

    Grin Still Mildly Glowing

    Jul 2, 2006
    Just started a character on a fresh install of Fallout 2. Great job Killap and Mash. Seems like a new game.

    Wanted to review the tactical side of it.


    ST. 7.
    PE. 3.
    EN. 8.
    CH. 6
    IN. 7
    AG. 8.
    LU. 1.

    Heavy Handed.


    Wanted to make a purely unarmed combatant whose jinxed nature causes critical failures amongst his opponents.

    But come to think of it, the bad luck will influence my critical chance as well. And as an unarmed specialist do I not need my critical hits?

    Let's review this.
  2. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    Jinxed appears to be a bit messed up currently in RP 2.0, if that's what you're playing.

    Interesting build. No gifted = :ok: Gifted is almost like cheating, IMO. Each point of luck only increases your crit chance by 1, so it's pretty marginal really. Get more crits, and bonus HtH attacks and you'll be fine.

    Nice build. He makes me think of a bouncer/thug .. except for the doctor.
  3. Silencer

    Silencer Night Watchman Staff Member Admin

    Nov 7, 2003
    You will be bollocked when you have 2x crit and break both arms.

    For a melee fighter, I think it fits. Although question is if you don't want 1 ST less, since APA has a +4 bonus.
  4. el_jefe_of_ny

    el_jefe_of_ny Still Mildly Glowing

    Jan 6, 2010
    Well, having 1 luck plus jinxed means you do LOTS of BAD failures to yourself. the higher the Luck the less of a terrible table you dig from. Of course, that could be the point of the build :)

    Also, Luck, I hear at least, increases Crit table like a minor Better Criticals perk built in.

    However, it should be funny to see mayhem more than worry about how hard it is. You have good conversational builds there and you punch really hard :)
  5. Grin

    Grin Still Mildly Glowing

    Jul 2, 2006
    Really? Well that's f*cked up, messed up how?

    I don't really like gifted either. Kind of screws with the whole role-playing aspect for me.

    Speaking of role-playing:

    I thought of this character as a gifted and skilled perona, who is intelligent, charming, strong, agile but is cursed with horrible luck.

    His intelligence and charisma makes him an excellent conversationalist, doctor, scientist. etc.
    His physical prowess and agility makes him an excellent hand-to-hand fighter. But he's also forced to fight close combat because of his myopia, and bad luck (guns tend to explode).

    He is a loner, since people kept around him tend to die on him. (less CH perhaps?)

    I thought that by using unarmed as main combat skill, and keeping it exceptionally high, I could prevent critical failures caused by missing the target.

    By not depending on guns or other weapons, I prevent a lot of bad things happening to myself (explosions, dropping weapons, dropping ammo), and my skill in first aid and doctor allows me to heal myself if bad things do happen.

    That would be smarter, I agree. ST 6 it is. I was thinking about losing a point or two in CH as well since I'll be a loner. Perhaps I can put those points in EN for extra hitpoints. I'll probably need them depending only on HtH and fighting alone.

    This is mostly a role-playing build, but I'd like to survive as well. :) I hope that by keeping my unarmed skill high, I can prevent critical failures on my part.