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stratagies in character setup for fallout 2
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RPGDot Forums > CRPGs General

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Bopoxdren
Eager Tradesman
Eager Tradesman




Joined: 11 Mar 2003
Posts: 41
stratagies in character setup for fallout 2
   

Hello folks, it's been awile...

The RPG bug has once again bit me firmly in the arse. I've decided to go all the way and dive head-long back into Fallout 2 - a game which I adored but strangely never finished - got about half way thru it before something happened and I left it years ago. Don't remember why.
Anyway I was looking for a more cerebral Fallout experience concentrating more on intellegence and charm to complete the game as opposed to combating my way to the finish. Am I barking up the wrong tree? Is combat more important to finishing this game than smarts, charm and sheer luck? Do I dare sacrafice Strength and Dexterity for the more intellectual attributes or will I be a sorry sucker half way through the game to find my character simply to whimpy to continue on? (even if he is a smart, charming bastard! ) You guys know what I mean? I want to try thinking and charming my way through the game instead of fighting all the time. So I'm looking for feedback from you RPG experts here at RPGDot if this is do-able in Fallout 2 and some suggestions for avoiding some pitfalls in trying to create a less brauny but more intelleget type character.

Thanks...
Post Wed Jan 26, 2005 10:15 pm
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vesselle
Head Merchant
Head Merchant




Joined: 02 Aug 2001
Posts: 70
Location: on justin's lap
   

you can definitely have a good experience playing as a thinker, manipulator. BUT, there are some things you won't be able to avoid as far as fighting goes.

IIRC, there's the random encounters when you travel which can be lessened by having the perk that allows you to have safe overland travel...
but then there's key situations that are combat oriented only. maybe a total of 6 or 7 of those that you can't talk your way thru. some of those you might be able to avoid entirely by just not doing them. however, key encounters that go with the main quest are iffy. i've never been successful just talking thru them... but then again, i mighta had a lame build.

just go for it. it should give the game a new spin.

V***V
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~ wobbly are the walls of my mind ~
Post Thu Jan 27, 2005 1:45 am
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Guybrush Threepwood
High Emperor
High Emperor




Joined: 19 Jun 2002
Posts: 500
Location: Oklahoma
   

Well the talker gets tons and tons of nice rewards for being able to talk through things....and having lockpick repair or science skills of your own also helps. I always liked having the robot buddy follow me around. Not the dog but the coherent robot. You can only get that with an uber high science skill. You just get alot of bonus xp from intellectual skills.
_________________
"What are you gonna do? Release the dogs?! Or the bees?! Or dogs with bees in their mouth so that when they bark they shoot bees at you?" - Homer Simpson
Post Thu Jan 27, 2005 7:39 am
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Bopoxdren
Eager Tradesman
Eager Tradesman




Joined: 11 Mar 2003
Posts: 41
   

Ok guys, thanks for the advice. Choosing this kind of character is going to be a huge departure for me as I alway go for the buff dude. But you only live once so I'm going for it. What the hell. "The talker gets tons and tons of nice rewards for being able to talk through things" is exactly what I'm looking for in this new RPG experience.

I think I'll max intellegence and charm, up luck and strength as much as possible and take the tax out on dex. I'll choose an initial luck perk because I'll definately need it. Wish me luck.


Thanks again...
Post Thu Jan 27, 2005 11:26 pm
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