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Freim1978 22.03.20 07:49 pm

Bild Fallout 2. (Fallout 2)

For a long time can not decide on a build, because I have a rather odd preference)
Love diplomacy, but not a pacifist I can't pass (because in this game there is no reason to throw in the charisma because it can later be apnut so on units 3-5). And threw himself of the Persian.
He:
Young and not experienced (21 years)
Male
Figure slightly below average ( Power 4 ) + Power armor + module = 9 at the end of the game
A punch is bad ( EXT 2),
But:
He's got good instincts ( Perception 9) + module = 10 at the end of the game
Smart (JOHN 9) + module = 10 at the end of the game
Nimble ( LV 10)
And lucky ( Luck 8) + 2 Zeta scan = 10 in the end of the game
Traits : Gifted, Kind soul (Pump I will still only light weapons, the ability for me best)
And here arises a dilemma: where to throw the remaining 2 points SPECIAL
Endurance I don't need, maybe I plan that probably even enemies to come to me can not, and still love to Kachitsa using the save game load (( can't break the habit :( )).
There is only charisma. How many it is necessary in the game, when persistent quality of eloquence? If there is 4 units, will it be enough to convince characters and getting any special quests? Then plan to turn these 4 units in 7(8 temporary). ((the chip, glasses, sing a song at the special meeting (mentati) )).
How to be?
4 charisma / 2 stamina
4 endurance 2 charisma
Thanks in advance for the help :)
9 Comments
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Metalist1925 22.03.20

in charisma. 2 fall can in dialogues and persuasion, and stamina should not be a problem)

F
Freim1978 22.03.20

Metalist1925
And maybe even higher than 4 to deliver? Or so and no problems?

F
Freim1978 22.03.20

Metalist1925
up

M
Metalist1925 22.03.20

Freim1978
Yes, calmly) If there will be an emphasis on diplomacy, the extra points in charisma will not prevent

A
A.Soldier of Light 22.03.20

Freim1978 wrote:
Figure slightly below average ( Power 4 ) + Power armor + module = 9 at the end of the game
A punch is bad ( EXT 2),
But:
He's got good instincts ( Perception 9) + module = 10 at the end of the game
Smart (JOHN 9) + module = 10 at the end of the game
Nimble ( LV 10)
And lucky ( Luck 8) + 2 Zeta scan = 10 in the end of the game
Classic sniper turns out, just like if you read the passage (documents, FAQ - many of them) =]

He played, mainly, exactly, but the endurance of the deuce was not put - is not enough when you still gets the crowd smartotel )
With a low charisma NPC is not particularly gain, so that the blow he took... by the Way, the author has not indicated how many of its Persian name. Usually for a sniper it is also not important.
Freim1978 wrote:
4 charisma / 2 stamina
4 endurance 2 charisma
Endurance is more important - less reboots (load) will be during the passage of 8)
If, as you say, be a diplomat charisma should be put higher than 4. At least 6. Better then to play a female character )

F
Freim1978 22.03.20

A. Soldier of Light
Just in the same NV can be run with a 1 charisma and eloquence to Shine and 100 convictions since the checks on the charisma there are almost none. I thought that maybe there is the same system)

F
Freim1978 22.03.20

A. Soldier of Light
Probably throw a couple points of Luck Charisma
And with the Stamina... Well, probably suck)

F
Freim1978 22.03.20

A. Soldier of Light
I changed the build to thief, the diplomat)
Charisma 6 set ( +1 points, chip +1 and if +2 mentati)

A
A.Soldier of Light 22.03.20

Freim1978
I assume that this is build you already passed the game. And how? What are the results? 8)