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-Small (white) geckos must spend 5 AP on moving so they will not have any left to attack.
-Golden (green) geckos must spend 6 AP before they have no AP left for attack.
-Plants in shaman's garden have limited amount of spores, so you after every attack you step 2 tiles from them and they can't attack you in melee.
-Most earlygame enemies have low sequence, so if you allow them start combat you will have 2 turns in a row to attack them.
Consclusion: Start character with 9 Agility and spend 3 AP per turn on attack (enough for punch or knife attack) and rest 6 AP to kite enemy. If you start with 10 agility (i just prefere to take Gain agility perk later) you can spend 4 AP per attack every turn, and still have 6 AP left to kite enemy. Whole Arroyo can be completed without taking damage, exept from plants in garden, which will do you like 1HP per turn with limited ammo
P.S.: combat will take much time early because low chance to hit, but once you get your first companion in Klamath, it's gonna be ezpz
I tagged small guns skill and was able to use the first pistol i acquired in the Den quite effectively, with no grinding required at all. Sure, i had to get a little closer to enemies, but i've been mowing down enemies.
It can be difficult, but even when I was new to the game the trials were not a problem at all. There was certainly some trial and error in my early games, but there are hurdles you are going to face because the game isn't super easy and hand-holdy like most modern titles. Starting skills and stats are super important, like any RPG that was made over 10-15 years and weren't designed to be finished first playthrough regardless of what you chose.
It's challenging, but it's pretty fair and rewards people that learn the game.
So they whipped one up real quick and there it is.
Unless you really want to play every portion of the game its actually much better to skip it and just go to Klamath and get a Gun/Sulik, you'll still need to do a bit of kiting however since Gecko's hurt.
Personally i've always found F1 lacking in challenge. You start with all the resources you need, and almost every fight is always in your favor. I'd say the only fights that aren't in your favor are the Khans(if you fight them immediatly after leaving Shady sands) Harry at the Watershed, and the Hub Deathclaw(which can be cheesed fairly easily)
With the way the skillpoint system works you essentially will be able to easily get through any skill check and still have enough points in combat to shoot your guns at max range and still have 95% accuracy.
Only hard part about F1 is the first 1-2 playthroughs when you're trying to figure out how to play.
F2 is harder and actually remains fairly challenging throughout the whole game.
However once you figure out how to equip yourself in F2 it it becomes alot easier as most of it's challenge comes from the fact your almost always under geared compared to your opponent.
In F1 your almost always at or above your opponent in terms of gear so you will only loose fights if your vastly outnumbered or get critically struck. Until of course you get PA where the game might as well drop a "You Win" banner.
Coming from someone who calls himself "Capt. Morgan (USS MADDOG)", I can definitely see that you'd be one of those people who expect the players to kick everyone ass right from the beginning in any videogames.
The final fight can be negated with a speech check, and there's enough non-combat exp in the temple to gain a level, so you always have some skill points to spend.
If you give me any build and let me spend the level-up skill points, I can prove the temple is beatable, even if only by avoiding the bugs. There's no necessary loot in the temple, skip it.
On the other hand, the early part of Fallout 2 is also more interesting: You're moving around inside of a building structure, instead of just needing to gun down or escape a dozen normal boring rats. The Fallout 2 tutorial has a very vague Indiana Jones feel to it.
But it's still mandatory combat, in a CRPG that otherwise prides itself on being almost completely combat-optional.
That said, I do seem to recall that it's possible to bypass the unarmed fight at the end of the tutorial in Fallout 2 if you've tagged Speech and you have a high Charisma.
But it's not combat mandatory at all. You can sneak past everything and either talk the guy at the end out of fighting or steal the key from him.
or just avoid them all
this is what happens when you're spoiled by modern games where you can't lose, so you just assume any random encounter goes away with a button press