That aspect, specifically, is one of the downsides some people with BGS' newer games over time - the oversimplification/allowing 'any' build to do anything. (I don't think we've seen level requirements specifically mentioned during the skill section of the deep dive, aside from the requirement having multiple skill points in the first 'row' in order to access row 2, etc. The rank system is just a condensing down/furthering of FO4's system combined with BGS' usual 'one point per level-up' aspect, only replacing attribute requirements from FO4 with the 'challenge' requirement mini-quest/play-pattern requirement in order to get the next rank, instead of a combination of SPECIAL stat requirement (+ level requirement for later ranks) for FO4, or the Skill/stat-requirement for Skyrim perks. (Fallout 3 was mostly just speech for any kind of checks, to be fair - I was thinking moreso of NV's utilization of non-dialogue skill levels that could still be utilized for dialogue, as well as perks themselves) I should have maybe clarified a little better - I meant 'skill points' as in Fallout 3/NV's 'small guns/big guns/sneak' stats that were used for both perk requirements and performance of said skill, or Skyrim's 'one armed/sneak/lockpick' stat #s - I included skill 'ranks' later in my description of what could possibly be utilized )
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