![]() ![]() The limited variety of world map encounters and the reliance of special encounters on raw Luck make these perks have marginal uses. When sneaking HtH attacks from behind do double damage Size and facing modifiers are ignored when stealing from someone If a sneaking character is detected, they will be ejected or immediately attacked with little warning, while failing to steal consistently causes targets (and usually the whole map) to turn permanently hostile, requiring reloads or killing off the whole map. There are no indications whether the player character is successfully sneaking. Increased chance to score a critical hit with ranged weaponsĭesign of stealth and theft is simplistic. +2 to Perception when determining range modifiersįew creatures can poison the player character and the damage is minimal Only floaters deal radiation damage radiation is not a concern, except for the Glow Limited impact due to the underlying chance to hit calculation that prioritizes weapon skills +2 to Strength when determining range of a thrown weaponĭoes not have any effect unless the player character's strength is less than 4 Reimplemented in Fallout 2 as a core part of the interface In-combat characters on the player's team are highlighted green, instead of red Only affects initial combat turn if NPCs initiate combat Ranged weapon attacks cost 1 AP less to perform ![]() +2 points of damage for ranged weapon attacks. +2 AP per turn that can be only be used for movement +2 points of damage for hand-to-hand and melee attacks. Hand-to-hand and melee attacks cost 1 AP less to perform These limitations are outlined in notes.ĭoes not apply to deathclaws, centaurs or floatersĮxamining a target shows hitpoints, weapon and ammunition count Most combat perks offer only marginal benefits, due to underlying mechanics. Other examples of structural flaws in the system have been outlined in the Notes section in the following tables. They also relegate perks like Slayer or Sniper to curiosities, as they are not available without significant grinding. The limited amount of experience points and arbitrary level limit the utility of perks focused on increasing the rate of experience gain (Swift Learner), providing per-level benefits (Lifegiver), or consuming a perk slot to alter the trait selection (Mutate!). The remaining 43 perks have marginal effects due to systemic issues in SPECIAL and game balance, including the level limit. Perks like Awareness (detailed combat information) or Bonus Rate of Fire/Bonus HtH Attacks (global reductions of AP costs for attacks) have an outsized effect on gameplay due to their usability, as do globally useful perks like Action Boy/Girl, Bonus Move, More Criticals/Better Criticals, Quick Pockets, Dodger, and Toughness. Out of the 53 perks only a dozen are implemented in a fashion that gives a functional benefit. The switchover to SPECIAL after the GURPS license was abandoned late in development greatly affected the functionality of what became perks. a character with 4 Intelligence can use Mentats to select the Educated perk, which requires 6 Intelligence). It is possible to obtain perks that the player's character doesn't qualify for by the use of temporary stat improving chems before the selection menu (i.e. Some perks have multiple ranks, with stacking benefits (all benefits are listed per-level). In practice, level 21 is not attainable without significant grinding and the number of perk slots is typically five-six (four with the aforementioned trait). With the max level set at 21, the player can theoretically choose seven perks (five with the trait) out of a total of 53. Perks in Fallout are acquired every three levels (four with the Skilled trait), with the first available at level 3 (4). ![]()
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