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Thanks!
P - 3
E - 3
C - 3
I - 9
A - 3
L - 4
That would lead to an overpowered character quickly from I've read and watched so far.
ps - i like you're build :)
P - 4
E - 5
C - 3
I - 4
A - 3
L - 3
Might change this around when I play but for my first run I'll probably do this.
Yeah I've no idea exactly, but I'm assuming there's a bobblehead for INT at least. High INT means more xp, which means more SPECIAL points and perks faster. Snowball effect.
P - 8 Rifleman - Locksmith - Night Person - Sniper
E - 3
C - 3
I - 5 Gun Nut - Hacking - (increse 1 point for Science)
A - 3 Sneak
L - 3 Blody Mess
I was going for a build that would get the biggest advantage right at the start so I looked for "plateaus" and avoided having to spend a bunch of points to get a higher level perk if I didn't want the perks before it. I usually play small arms/long rifles and explosives style so I didn't go for melee/heavy guns (usually sell them for more credits to put into getting high end small arms and explosives.
So,
Strength I went for level 3 to access armor mods, 4 and 5 are melee/heavy guns so going all the way up to level 6 for carry weight wasn't worth it (and naturally early on you don't need the extra carry weight as opposed to later).
Perception I went 4 to get Rifleman, Awareness and lockpicking (assuming like in Fallout 3 you will find high level locked areas even early on, not getting lockpicking and hacker up front means having to go back to all those high end locked areas later you missed. Plus those high end loot caches could be extra beneficial early on. Of course if the area level matches the lock difficulty you won't need expert/master until later). Will level that to 5 early to get Demolitions Expert, love blowing guys legs off with grenades. Considered pushing for the high end gun perks but there wasn't enough points.
Endurance I went 3 for some nice health boosts. Aquaboy could be a game changer but the water is really concentrated on the map so it depends which part of the map you start in (if you start in the land locked part it's pointless).
Charisma I considered not putting points into since 3 is Lone Wanderer and I always play with max party size but Attack Dog just looks too good to pass up. Tough to tell how effective it will really be but the dog is invulnerable and you get him right away so that could be a huge combat boost. Will bypass all the pacify skills; killing bad guys is fun and unless you get a ton more xp (or any at all) from pacifying enemies not being able to loot them is a huge downside. It also depends on how often the game will naturally have you fighting in areas above/below your own level (since pacify skills don't work at/above your level).
Intelligence I went 5; INT 2-5 all fit my play style.
Being heavy reliant on guns, I went AGI 5 and will put a lot of points in it. 5 gets you bonus pistols, automatics, sneak and sneak damage, AP
Luck I went 4 since I usually sell every piece of junk loot I can find since I usually spend a fortune on buying ammo/explosives and base improvements. Also love mysterious stranger and the bonus damage.
4
3
3
4
2
6
P 4
E 5
C 4
I 6
A 3
L 3
Planner up to level 84
Derisat Hartfelt[www.rpg-gaming.com]
The CORE plan is up to 50, everything after is gravy