Help on character creation

Nall

First time out of the vault
Hey all,

I'm just about ready to play Fallout 2 for the first time. I actually bought Fallout 2 when it was first released but waited this long to play it. :oops:

Anyways, I'm looking to play a pure melee character that excels at both unarmed and melee combat (absolutely no guns) but also has enough dialogue options to get the most possible out of the story/quests.

Could anyone suggest a good character build for this? Any and all opinions would be appreciated. Thanks! :)
 
Allow me to hit you with a wall of text, with the hope that some of it might help.

Most unarmed characters I make start out with the Gifted and Small Frame traits. Free stat points are always good, and what do you truly need to carry other than a big hammer?

For skills, you seem set on tagging Melee and Unarmed, which leaves you one free skill. Doctor can give you access to potential defensive upgrades later, as well as overcoming issues you might have with breaking your arms while punching away. Lockpick would give you a quick advantage against people with guns. Fact: Someone locked behind a door cannot come out and shoot you while you kill his friend. You can cut your enemies in half and punch them in small groups with lockpick.

Don't overstack Strength, as your damage will come mostly from critical hits which are based on your skill %. An unarmed character can slink by with 2 STR and rely on his skill. But to use most melee weapons there will be a minimum STR requirement that forces you to waste points here. I would advise putting no more than the minimum for the weapon of your choice (Hammer: 6, Knives: 2, Spears 4).

I have known people to tank their perception score when making unarmed character, but I find a decent score helps in several ways. First it lets you start farther back during random encounters - which at first may seem to be a bad thing - but ultimately you'll be running away from half the encounters anyway, so why not get a head start. It also allows you early access to the Awareness perk, which is essential for playing the game the first time. It will display every bad guy's HP and ammo - a huge plus for people who haven't run through the game a hundred times. Take 5 for the awareness perk, 6 for good measure and opening quests.

Endurance is one of those stats people debate over. Some people are okay with saving and reloading their games ten times an hour. Others play without ever reloading. This is pretty much proportional to how much you want to invest into hit points. Since you are unarmed, options for increasing your natural damage reduction will appear. This makes hit points slightly less advantageous.

As for Charisma. You are the ugly bruiser of the wastes. If you start off with the Gifted trait, you have 2 CHA and should be able to recruit one NPC. If you want your entire team to go "no guns" you can grab Sulik from Klamath. If you want a sniper backing you up, Vic and Cassidy are both available in subsequent towns. Items and other options for raising your CHA will appear in the game if you feel the need to recruit more party members.

A decent intelligence score will allow you to activate most of the quests via dialogue - though finding several side quests are based charisma, perception, and speech. Six intelligence to cover most of your dialogue bases, and then any left over points should go here with the plan that they will become skill % later on.

Max agility, as you are going to have to be running towards your opponents more often than not - and you will have to punch them many times to get similar damage from guns.

Luck. You're unarmed, you'll need all the luck you can get, but you probably will not have points to spare in it.

Close quarters combat characters have a nice advantage early in the game - rats, geckos, and junkies go down quickly to a well trained fist. By the mid-game, however, they encounter considerable trouble as guns get the opportunity to shoot twice for more damage before your character can even close the gap to start punching. Choosing your battles carefully can help with that, as can smart armor selection. By the end game, there are energy-based unarmed/melee weapons that even the playing field, and it becomes much more viable. Power armor also allows one to walk up to lesser foes with impunity and punch them in the groin.

You may have to fiddle around with many tweaks to your character before you have any real success getting him out of the early game. If you have a certain play style in mind, it will be a matter of trying out a build and seeing if it works with your play style. If it is dying before it gets out of a few towns, it may be time to start over.

Per's guide also has an excellent character creation section, but it approaches it from a completionist point of view - written assuming the player will not miss any of the many "off the path" opportunities to raise stats and skills throughout the game. As a first time player, unless you play sticking to a walk through, you may miss a lot of these - so it is better to be safe in character creation than to assume you might stumble an opportunity in game.
 
Thanks for the tips! :)

I was looking through a few guides and some of them say that the sneaking skill is essential for a melee character. I'm not sure what to do since I want to have a good speech skill for dialogue options, but I might have to choose between speech or sneak. What should I pick?
 
Nall said:
Thanks for the tips! :)

I was looking through a few guides and some of them say that the sneaking skill is essential for a melee character. I'm not sure what to do since I want to have a good speech skill for dialogue options, but I might have to choose between speech or sneak. What should I pick?

I have always felt sneak to be a waste for melee characters. You can get Silent Death, but I have never found it to really be that impressive - you'll be crippling and killing people without sneaking up on them once your skill % is high. If you're concerned about getting dialogue and plot information, you cannot go wrong tagging speech.
 
I don't know why you want both close combat skills tagged. It seems pretty much redundant, if you ask me.

And you do want to raise one of them as soon as possible to as high as to 150% (which is another reason why you'll start specializing in single one of them, making other one waste of tag). What you want is to use "aimed" shots all the time, usually going for the eyes, to max out your chance for criticals (more damage, armor bypassing). And you need really high skill level to get it 95% hit chance against most opponents.

As for stats, I would recommend having at least good enough stats to obtain Better Critical perk on 9th level (PE6, AG4, LK6 needed). It's a must in my opinion, since you'll want to use aimed "hits" all the time.

I prefer having Toughness (needs EN6, LK6) too for melee builds, since you'll closer to the harm most of the time, so I'll recommend getting EN of 6 (no real need for more). I usually take it twice on 3rd and 6th level. It helps a lot early.
 
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