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The detonating the bomb part i disagree with. It fits in with the personalities of the people that live in Tenpenny Tower. They are a rich bunch that live a life that suits their preferences, and one of those in the scenery. Tenpenny wants Megaton gone because it looks like a pile of scrap, and because he has the money to do it, he can get rid of it
Ive played Fallout 2, 3 and NV and 3 is by long distance by favourite. Oblivion is probably my fav Bethesda game (and game ever) but i'd blame that on me having so many good memories of it when i was a kid
Instead, it gives you options to actually talk to the other people around Megaton to eventually find out Leo Stahl has Mentats that can boost your Explosives up to the 25 marker in case you can't do it (if it still doesnt work, you only need a single level up at most which is easily obtained at the nearby School). It makes you have to use some ingenuity to figure out how to approach the situation since you dont absolutely need the explosive skill, just the mentats, but how you obtain them is up to you and how you play the game-- that sets the tone for Fallout in my opinion, and it does it well.
Although I will say Moira's reasoning is a bit of a cop out. But her and the pump guy (forgot name obv.) are the only people -I'm... sure of it- in and around Megaton with mechanical knowledge (Not sure if he's good with explosives anyways), while everyone else are just technically incompetant to deal with the bomb or feel sympathetic towards the Confessor and "Children of Atom".
I've always thought this was the reason, so I agree with everything here. Adding on to why Burke talks about his scheme with the Wanderer is because he already is aware of him being from the vault (Everyone from town talked about him and news apparently travels fast). Burke knows that this person doesn't fully understand how things work in the outside world (Simply look at Megaton and a vault and compare the two and think about the lifestyle differences), so he simply takes a gamble to see if the player will run with the scheme. If not, he has a backup plan which is to kill the Sheriff while he's looking away (no-one does a thing about his death, but he's apparently hidden and using a Silent weapon, so game-mechanics wise, it works?), or send mercenaries after the Lone wanderer (or both).
TL:DR: Only thing wrong is Moira.
I never said it was anything other then my opinion.
Not every quest has to be accomplishable by every character build, that's what replaying the game is for. Besides going on a quest to find a tool wouldn't be grinding, it would just take some extra time.
It's not just the people who live in the town that could have disarmed it, like I said: it's been there for 200 years; nobody who passed by in all that time had the meager knowledge of explosives required to disarm the bomb, nobody from the Brootherhood of Steel with their vast knowledge and new messianic mission bothered to look into it?