Has anyone thought about this? I have been wanting to expand or at least brainstorm these items. Like, what should the other skills give? (Speech, Gambling, Big Guns). Do the current items match sufficiently to the skills? etc.
Implementing the change is super easy, I'm just looking for different viewpoints on what changes might be useful, because many minds is always better than one, for such tasks.
The point here is to differentiate more clearly between chosen tag skills (and thus play styles) by making a wider difference between those character's starting resources.
Ideas--
Discuss.
Implementing the change is super easy, I'm just looking for different viewpoints on what changes might be useful, because many minds is always better than one, for such tasks.
The point here is to differentiate more clearly between chosen tag skills (and thus play styles) by making a wider difference between those character's starting resources.
Per's Fallout 1 Nearly Ultimate Guide said:Small Guns: 24 10mm JHP
Unarmed: Brass Knuckles
Throwing: 2 Throwing Knife
First Aid: 2 Stimpak
Doctor: 1 First Aid Kit
Steal and/or Lockpick: 1 Lock Picks
Science: 2 Mentats, 2 Buffout
Repair: 1 Tool
Outdoorsman: 3 Water Flask
Ideas--
Code:
Small Guns (same)
Lockpick (same)
Speech 2 Mentats
Energy Weapons 2 small energy cells
Unarmed brass knuckles, 2 buffout
Melee Weapons Knife & Club, 1 buffout
Big Guns Flamer? 5mm ammo?
Throwing 3 knives, 1 explosive grenade
First Aid first aid kit
Doctor doctor's bag
Sneak stealthboy
Steal (same)
Traps 2 Dynamite
Science [why the fuck does Science get Buffout?]
Repair (same)
Barter 2 Mentats
Gambling bottle caps (100 maybe?)
Outdoorsman food items in addition to flasks, and/or some extra flares
Discuss.
