Posted March 26, 2011
I've been trying to figure out how to use some of these traits. I've been playing this game for over a decade, so I figure it's about time I try using some of the less optimal of the traits. How, then, to make these dark horses interesting?
Fallout 1 and 2 have nearly identical Traits, with the exception of Night Person being swapped for Sex Appeal in Fallout 2. I've omitted Bloody Mess because it doesn't actually matter to gameplay, only potentially to enjoyment thereof.
Bruiser
Chem Reliant
Chem Resistant
Fast Metabolism
Fast Shot
Finesse
Gifted
Good Natured
Heavy Handed
Jinxed
Kamikaze
One Hander
Skilled
Small Frame
Night Person (F1)
Sex Appeal (F2)
I'm interested in what character designs make
What sets apart a trait is its downsides. Bruiser is much maligned, and perhaps rightly so, because its tradeoff is so harsh. Two lost Action Points which never shall return! And for naught but two stat points, by default in Strength? Yet it is such a thing I wish to try to optimize around. This is our challenge.
Some of these are exceedingly popular traits, and don't bear a lot of discussion. Gifted seems to be the favorite all around, despite my own misgivings. I do not like my characters to be overly specialized. Nevertheless, Gifted might turn out to be useful in some of the builds involving less practical Traits. It simply won't spark any new debate by its lonesome.
Initial thoughts:
Bruiser - The loss of action points tells me this character will be slower and less able in combat. To optimize around this, I would be tempted to place those two extra stat points in Intelligence and Charisma, so that this character talks his way out of situations instead of fighting. I feel this might be a more effective use than attempting to regain AP by plugging them into Agility. On the other hand, such a character's best chance might be to perfect Sneaking so that combat needn't be engaged in the first place. Where combat is necessary, what do folks think of building around Fast Shot, Big Guns, Extra Ranged Attacks and Sniper? At risk of making a mountain out of a mole here, such a character might hardly be able to afford to miss anyway. May as well make the shots count.
Chem Reliant - Actually, this one's a favorite of mine. If you use drugs often, you could do worse, as there's all the time in the world to sleep it off and much to be gained. I don't think this trait significantly impacts play, and in a way it makes the drugs more entertaining. For such a character, it might be wise to optimize around getting maximum benefit from drugs by keeping stats below maximum in most physicals and even some mentals.
Chem Resistant - I'm not honestly sure how to feel about this one. Just as it's true one has all the time in the world to sleep it off, one usually doesn't spend too long after drug use before one has no further need of them. There will be times, of course, when this trait means using more drugs, but it's well designed for it.
Fast Metabolism - Such a character as has this... Would s/he be better off with high Endurance, or low? High endurance won't help what this trait removes, but it will augment the existing healing rate to usable levels, perhaps.
Fast Shot - This one's easy. It's a Burst Weapons trait, and therefore should never be used with One Handed. (See below.) Fertile and actually kind of fun when you get used to it.
Finesse - Does anybody know how this Trait interacts with the Sniper perk? This trait makes your damage less consistent, and probably combines best with a high Luck and some effects to otherwise improve your chance of high-class critical hits. Still, Slayer would render it useless or worse than useless in melee, and Sniper... Well, I just don't know what it would do.
Good Natured - This trades 60 skill percentages between four and six skills. Combined with the reduced AP pool of Bruiser, this might render a character nearly combat-incapable. At least it's an even trade, though.
Heavy Handed - I have no idea how to make this useful. Obviously this character must wield a melee weapon or a weapon suited to Unarmed combat to make this useful. Does the penalty to the critical table apply to ranged attacks? Give it this: The consistency of the character's damage will be almost pleasantly straightforward, always higher but never absurdly high. A high strength would be important, I would think, and a high luck less so. Your crits aren't worth much anyway! Note: In Fallout 2, this could be combined with One Handed to make quite the amusing hand-to-hand fighter. Not the best combo, but interesting nonetheless.
Jinxed - Whereas Heavy Handed makes you more consistent, Jinxed makes you less. What to make of this? There must be a way to make such a character as useful as possible in combat by using that strength to one's advantage. I think, perhaps, a high Endurance and a large variety of defensive powers, including movement, to reduce your own character's danger to himself while allowing his opponents to remain dangers to each other.
Kamikaze - I'm tempted to say "Big Guns" on this one, too. Again, if you're stuck making that first shot count... But really, what does everybody else think? Is this, in fact, an opportunity to reduce one's Perception to 1 with little penalty to Sequence? Or should this be used to bank on always getting in two turns with a surprise round?
One Hander - The key here is to figure out what classes of weapons never use two hands. In Fallout 1, this combines nicely with Small Guns if one doesn't mind being dependent on the cut down rifle from the farm mission. It's a powerful pistol anyway. In Fallout 2, I very much suspect this would provide a bonus to hit in all Unarmed attacks, including Power Fist. Any takers on that wager?
Skilled - Oh god. I never touch this one. I love my skills, but the cost involved is horrendous. How does one use this? Less dire but also less useful in Fallout 2, since the level cap for both absolute and practical purposes is higher in the sequel.
Small Frame - In an unpatched Fallout 1, this one means that you'll be leaving a lot of loot behind. It's simply not always feasible to take pet humans around with you to load them down with stuff, and in my experience your inventory fills up very fast. On the other hand, if you cycle through inventory quickly such as by constantly stealing and selling, you should be fine for most purposes, and you have an otherwise free stat point to put where you like.
Night Vision (F1) - I suppose you'd want to level at night, which means taking on most missions in low lighting. To me, this entails frequently getting to close range with an opponent for your sanity's sake. In my opinion also, this trait also is useless if either statistic, Perception or Intelligence, is at 10 in the daytime, or even at 9 at character creation.
Sex Appeal (F2) - For shopping purposes, it may help that the Fallout Wiki (The Vault) claims that most shopkeepers are male in Fallout 2. This would imply that a female character would have an easier time shopping than a male one where this trait comes into effect. In some towns, of course, this is decidedly not so. Might this be used, however, to finally craft a trader who makes a profit when buying and selling? It's a difficult proposition, perhaps impossible, but this might help.
Fallout 1 and 2 have nearly identical Traits, with the exception of Night Person being swapped for Sex Appeal in Fallout 2. I've omitted Bloody Mess because it doesn't actually matter to gameplay, only potentially to enjoyment thereof.
Bruiser
Chem Reliant
Chem Resistant
Fast Metabolism
Fast Shot
Finesse
Gifted
Good Natured
Heavy Handed
Jinxed
Kamikaze
One Hander
Skilled
Small Frame
Night Person (F1)
Sex Appeal (F2)
I'm interested in what character designs make
What sets apart a trait is its downsides. Bruiser is much maligned, and perhaps rightly so, because its tradeoff is so harsh. Two lost Action Points which never shall return! And for naught but two stat points, by default in Strength? Yet it is such a thing I wish to try to optimize around. This is our challenge.
Some of these are exceedingly popular traits, and don't bear a lot of discussion. Gifted seems to be the favorite all around, despite my own misgivings. I do not like my characters to be overly specialized. Nevertheless, Gifted might turn out to be useful in some of the builds involving less practical Traits. It simply won't spark any new debate by its lonesome.
Initial thoughts:
Bruiser - The loss of action points tells me this character will be slower and less able in combat. To optimize around this, I would be tempted to place those two extra stat points in Intelligence and Charisma, so that this character talks his way out of situations instead of fighting. I feel this might be a more effective use than attempting to regain AP by plugging them into Agility. On the other hand, such a character's best chance might be to perfect Sneaking so that combat needn't be engaged in the first place. Where combat is necessary, what do folks think of building around Fast Shot, Big Guns, Extra Ranged Attacks and Sniper? At risk of making a mountain out of a mole here, such a character might hardly be able to afford to miss anyway. May as well make the shots count.
Chem Reliant - Actually, this one's a favorite of mine. If you use drugs often, you could do worse, as there's all the time in the world to sleep it off and much to be gained. I don't think this trait significantly impacts play, and in a way it makes the drugs more entertaining. For such a character, it might be wise to optimize around getting maximum benefit from drugs by keeping stats below maximum in most physicals and even some mentals.
Chem Resistant - I'm not honestly sure how to feel about this one. Just as it's true one has all the time in the world to sleep it off, one usually doesn't spend too long after drug use before one has no further need of them. There will be times, of course, when this trait means using more drugs, but it's well designed for it.
Fast Metabolism - Such a character as has this... Would s/he be better off with high Endurance, or low? High endurance won't help what this trait removes, but it will augment the existing healing rate to usable levels, perhaps.
Fast Shot - This one's easy. It's a Burst Weapons trait, and therefore should never be used with One Handed. (See below.) Fertile and actually kind of fun when you get used to it.
Finesse - Does anybody know how this Trait interacts with the Sniper perk? This trait makes your damage less consistent, and probably combines best with a high Luck and some effects to otherwise improve your chance of high-class critical hits. Still, Slayer would render it useless or worse than useless in melee, and Sniper... Well, I just don't know what it would do.
Good Natured - This trades 60 skill percentages between four and six skills. Combined with the reduced AP pool of Bruiser, this might render a character nearly combat-incapable. At least it's an even trade, though.
Heavy Handed - I have no idea how to make this useful. Obviously this character must wield a melee weapon or a weapon suited to Unarmed combat to make this useful. Does the penalty to the critical table apply to ranged attacks? Give it this: The consistency of the character's damage will be almost pleasantly straightforward, always higher but never absurdly high. A high strength would be important, I would think, and a high luck less so. Your crits aren't worth much anyway! Note: In Fallout 2, this could be combined with One Handed to make quite the amusing hand-to-hand fighter. Not the best combo, but interesting nonetheless.
Jinxed - Whereas Heavy Handed makes you more consistent, Jinxed makes you less. What to make of this? There must be a way to make such a character as useful as possible in combat by using that strength to one's advantage. I think, perhaps, a high Endurance and a large variety of defensive powers, including movement, to reduce your own character's danger to himself while allowing his opponents to remain dangers to each other.
Kamikaze - I'm tempted to say "Big Guns" on this one, too. Again, if you're stuck making that first shot count... But really, what does everybody else think? Is this, in fact, an opportunity to reduce one's Perception to 1 with little penalty to Sequence? Or should this be used to bank on always getting in two turns with a surprise round?
One Hander - The key here is to figure out what classes of weapons never use two hands. In Fallout 1, this combines nicely with Small Guns if one doesn't mind being dependent on the cut down rifle from the farm mission. It's a powerful pistol anyway. In Fallout 2, I very much suspect this would provide a bonus to hit in all Unarmed attacks, including Power Fist. Any takers on that wager?
Skilled - Oh god. I never touch this one. I love my skills, but the cost involved is horrendous. How does one use this? Less dire but also less useful in Fallout 2, since the level cap for both absolute and practical purposes is higher in the sequel.
Small Frame - In an unpatched Fallout 1, this one means that you'll be leaving a lot of loot behind. It's simply not always feasible to take pet humans around with you to load them down with stuff, and in my experience your inventory fills up very fast. On the other hand, if you cycle through inventory quickly such as by constantly stealing and selling, you should be fine for most purposes, and you have an otherwise free stat point to put where you like.
Night Vision (F1) - I suppose you'd want to level at night, which means taking on most missions in low lighting. To me, this entails frequently getting to close range with an opponent for your sanity's sake. In my opinion also, this trait also is useless if either statistic, Perception or Intelligence, is at 10 in the daytime, or even at 9 at character creation.
Sex Appeal (F2) - For shopping purposes, it may help that the Fallout Wiki (The Vault) claims that most shopkeepers are male in Fallout 2. This would imply that a female character would have an easier time shopping than a male one where this trait comes into effect. In some towns, of course, this is decidedly not so. Might this be used, however, to finally craft a trader who makes a profit when buying and selling? It's a difficult proposition, perhaps impossible, but this might help.