Fallout III: Viable Archetypes (As I Await Europe's Unlock of New Vegas...)
Yes, it's actually me. Usually I don't have time enough to do more than skim, but dude, there's this new Fallout that all of them Americans are talking about and in the meantime I'm looking at Fallout III and doing some thinking...
Back in Fallout II, it was really a viable option to be maxed out in Charisma and Intelligence, and to have a very different game.
Call me "gun shy" (pun intended) but I really only played two sort of archetypes for Fallout III: your basic rogue type, and your basic "Merc Who Bashes In The Front Door with his Big Gun"
So for the rogue, all of my points/special-ness, went into sneaking, lock picking, small guns, and science (with repair getting any extras). Later in the game I slowly transitioned to energy weapons. Sneak at 100% and that A31 Android gun did make things almost silly late game. Lots of piles of radioactive goo.
For the "tank who doesn't melee" character, it was all the guns (big, small, energy) and repair. Which I found overpowered, once I had repair > 50. And flat-out funny with repair >90.
Things I never tried and I'm really wondering about, if you did:
All Strength and Melee: Don't you die before you actually get close enough to Shishkab or Power Sledge their asses?
Super Social Guy: All that Charisma/Speech/Barter stuff maxed out. Is it fun? How does it change the game? Are there really enough situations for this? Can you talk your way out of getting whacked by Raiders or Super Mutants?
Super Brain Man: So the stimpack heals alot more damage, being the Med/Science Guy, and you have access to...5 more computers than I did as a rogue. What else can you do with maxed int?
What other sort of archetypes/maxed out extremes are there to play that "work" and that you found to be very fun?
I've got time before New Vegas unlock and some nostalgia playing through Fallout III, and I'm wondering what cool things I missed out on, sticking to the fairly straight-forward 2 guys I played all the way through. Ironically, the rogue was angelic and sneaking up on bad guys, while the merc was the one who town-wiped and collected all the nifty ears...