Axolotl said:
When you're not in VATS skill doesn't affect accuracy with weapons, I took out a Super Mutant Behemoth using a degraded (11% condition) laser pistol and 14 in Energy weapons. Like I said aside from arbitrary limit (like with lockpicking and science) stats are generally unimportant.
Accuracy is still affected by skill outside of VATS, although not to the extend that it is inside of VATS, However, damage is lowered outside of VATS to compensate for the extra accuracy you gain. There's no way you took down a Super Mutant Behemoth from full health with those skills and that weapon, you could get lucky, with a severely injured one, or if you play on a easy difficulty. Those arbitrary limits are determined by the skill, so no, they aren't unimportant.
In both games you level up by using skills. Sure the specifics are different but the end result is the same gameplay for the same reward at around the same speed.
That makes it an RPG, not Oblivion with guns.
But they have no effect. Seriously aside from occasionaly getting arouund a speech check they serve no purpose, they're entirely superficial (and before you respond, I own the Fallout 3 guidebook it includes all of their uses in quests, never important ever).
They matter because they change how to solve an issue, and opens up for better roleplaying, this is not just the stats, but also the skills.
Name them. The main quest has a totally binary good/bad choice at the end and apart from that I don't see any.
How about neutral. Not sacrificing yourself, does not make you evil.
Listing the quests; Big trouble in Big Town has one solution, no choice.
There are several ways to obtain that solution, and the consequences are there. Depending on what you teach them, they will actually buy supplies afterwards to continue what you taught them. This is also a great example of how skill is important.
Superhuman Gambit all solutions have the same result.
Because that is the point of the quest, how you solve it effects what you gain and what the town will gain.
Wasteland Survival Guide one random wastelander lives or dies, wow big stuff.
Yeah big stuff if you're roleplaying a character that values human life. You can also persuade her to not write the book at all, if your speech skill is high enough, look at skill being important again.
Those you get to choose wher the kid lives, thats it.
or you can sell him to paradise falls as a slave.
Nuka Cola Challenge, either you get some pie or a stalker gets to impress a girl.
yeah cause it's the pie that's important, not the schematic to make a freaking granade. This is still choice and consequence.
Head of State slaves or slavers liv e, neither has any impact on anybody else.
It's still choice and consequence, and it obviously matters to them, it's a wasteland, not every decision is gonna change the world.
Replicated Man same as Head of state but only 2 people this time.
I'm getting a feeling you usually play a character that doesn't consider the suffering of others a consequence. Depending on what you do, there's still the consequence of reward and karma.
Blood Ties, okay this ones slightly better, you set up a trade agreement or kill a bunch of mutants, it's better but it's still nothing truly significant.
whether you consider it significant or not, it's still choice and consequence.
Oasis a few endings but you never get told the consequences and they never affect you.
Karma effects you, and it's still choice and consequence.
Power of the Atom fair enough this one is a big one.
And here I was half expecting you to say "pfffh, so a city blows up, big deal".
Tenpenny Tower either some irrelavent ghouls die or some irrelavent aristocrats die.
So it's a choice with a consequence.
Strictly Buisness only one ending.
you can always bribe/talk your way into paradise falls, this way you don't have to enslave anybody.
You Gotta Shoot 'em in the Head one ending again.
I don't think so:
# Deliver the keys from Dukov, Ted Strayer, and Dave to Mr. Crowley.
# Acquires the Power Armor in Fort Constantine with the keys yourself
# Kill Crowley after having been hired by Tenpenny.
# Deliver the keys from Dukov, follow him and take the armor.
Stealing Independence one ending.
fake independence or real independence, and there are too many ways of going about this quest that I refuse to have to name them all.
Trouble on the Homefront, multiple endings, same results.
Same result?
# convince/kill to open the vault.
# convince/kill to leave vault closed.
# Destroy the vault.
# Kill everyone.
If you destroy the water chip, it opens up random encounters related to the quest.
Look I've already spoiled enough of these quests, I think this enough clarifying.
Have you tried wandering the wasteland? You don't encounter You Guai in the early game, you only encounter Deathclaws in the late game, Super Mutants always scale to level (as do raiders and Enclave) and you only encounter Broken Steel enemies post level 30.
I've been all over the place. Level scaling in Oblivion made existing enemies stronger as you grew stronger. In F3 the enemies level is set, you can only encounter new stronger enemies, their are different types of one enemy, but they aren't stronger than each other.
You can still encounter deathclaws at low level if you go to the places they are, like Deathclaw Sanctuary, Old Olney, F. Scott Key Trail & Campground,