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Agility affects many little things, most notably Action Points and reload speed (on top of several skills), which are useful for just about any character you make.
Skilled is still better, but all the others are a case by case thing.
In general, since FO3 rendered SPECIAL almost completely pointless outside of meeting perk requirements, anything that adds a bonus to them without being free is just not needed at all. On the other hand, skill and other various stat boosts now have a much larger role.
And considering that FO4 dropped skills for the favour of this SPECIAL system just fills me with nothing but dread.
not a fan. Ooh +1 skilpoint is the best if you are OCD and need the highest stats for some reason. but thats why there are professionals to fix your OCD.
but whatever.
For me it is not outdated as long as you know how to manipulate the trait. Also there are many speech checks that require a high (and very low) SPECIAL stat to pass.
I agree however that the skilled trait is the best one in the game.
Conversely, the main downside of crippled limbs isn't that huge a disadvantage since I don't know anyone who doesn't at least take a knife or pistol with them, and a doctor is always just a Fast Travel away; and you can just use stimpaks if your're not playing hardcore. *Plus* you can midigate it with Adamantium Skeleton.
At the end of the day, New Vegas is overall a very easy game and nothing besides meeting Skill/Attribute checks has any concequence, which in a way, makes Small Frame one of the best traits.
Are you talking about watered down in FNV or FO4?
I'd disagree that the original FO games had more depth in Special.
STR still gates weapon usage (in FNV at least - where you need to meet the STR rating to have good control).
PER? Maybe - it helped with criticals at range if you were playing a sniper, not so much elsewhere.
END still gates HP.
CHA and AGI got gimped in the port over to FPS - only one companion allowed no matter how high (or low) your CHA and AGI's limits on AP can be bypassed by simply not using VATS (which ain't all that great in the first place, IMO).
INT was/is still the God-stat.
And LCK is . . . still LCK. Mostly ignored. If anything, it got a boost as Gambling got rolled into the LCK stat rather than being its own skill.
Most everything else is done through skillchecks, not attribute checks in FO1/2/FNV (though there are some).
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And I do think the attributes of FO4 will be . . . vestigal at best - but I think the Perks functioning as skill-levels (gated by SPECIAL requirements) will work a lot better in fleshing characters out.
In the old system, you got a high Science skill, you were a master chemist, biologist, geologist, mathematician, etc - even with an INT of 1.
Now you want to be a master meth maker - pick the appropriate perks. You won't know ♥♥♥♥ about biology or nuclear physics but you can make some mean drugs.
What you lose out is some granularity in skill check options (and the 100+ point scale was overkill anyway) to get a lot of expandability in skills. Now, potentially, modders can add new perks in that function as new skills or specialiations while before you had what was hard-coded and that was it.