Fallout 3 SPECIAL

This article describes the features of the Fallout 3 version of the SPECIAL character system, as well as its differences from SPECIAL's implementation in previous games.

Character Development
At birth the player chooses the player character's name, gender and appearance. Later as a child in Vault 101, the PC receives a book titled "You're S.P.E.C.I.A.L.!," whereupon the player can set the PC's seven primary character points. Later in life during the teen years the PC's performance on the G.O.A.T. determines which skills of the PC are tagged (tagged means raised by fifteen points); the player can also choose which skills to tag manually via choosing particular dialog options.

Every aspect of the PC chosen during early life can be changed when the PC exits Vault 101.

Many Perks have an attribute requirement, for example the Mysterious Stranger perk requires a Luck of 6 to become an option. Other perks have attribute and skill requirements. The maximum level the player can achieve in Fallout 3 is 20, so plan your perks accordingly.

Main statistics
The S.P.E.C.I.A.L. system should be familiar to Fallout veterans, though there are significant differences from past games. The player's S.P.E.C.I.A.L. attributes default at 5 points per attribute, with an additional 5 points for distribution for a total of 40 points. Individual attributes cannot score lower than 1 or higher than 10, regardless of equipment, chems, or ailments.

S.P.E.C.I.A.L. stands for:
 * Strength
 * Perception
 * Endurance
 * Charisma
 * Intelligence
 * Agility
 * Luck

Changes from Previous Fallout Games
Players who are accustomed to the rigid attribute and skill mechanics of the previous games may be happy to know that the new systems in Fallout 3 are much more flexible and allow for more changes during a character's development. For instance, tagging a skill no longer increases the rate of a skill's development, but skills gain their maximum effectiveness (and cap out) at 100. Additionally, while the Gifted trait (along with all traits) has disappeared, primary attributes are simultaneously less important and easier to acquire as your character grows.

Increasing Attributes
There are multiple ways to permanently increase your attributes after character creation. Taking the Intense Training perk at level-up will grant you an additional attribute point (it can be taken up to 10 times, at any level). The Those! quest will grant you the option to increase your Strength or Perception by one point. Additionally, you can find bobbleheads to increase your attributes as you explore the world.

Because of the way the attribute, perk, and skill systems work in Fallout 3, you may find it wasteful to raise an attribute to 10 during character creation. A high starting Intelligence offers the most obvious benefit because of the bonus to skill points, but min-maxers can acquire the Intelligence-related bobblehead at level 2.


 * Table showing items' influence on SPECIAL stats points.

Should I raise an attribute to 10?
In most cases, no. There will be multiple ways to increase all attributes, such as wearing equipment, acquiring items, using chems, or completing quests. The exceptions might be Intelligence for early skill advancement, and Luck for extra critical chance and special encounters. In most cases you should work with the assumption that you'll get at least 2 extra points for any particular attribute from items, so you should not raise the natural value past 8 unless you have specific plans for your character (10 int for early skills, for instance). However, if you want to play a super-strong, super-charming, or super-whatever character, don't let our commentary dissuade you! Remember that you can always take the Intense Training perk if you feel that you're missing out on a particular attribute.

Skills
Your S.P.E.C.I.A.L points affect your skill points.

List of Skills and corresponding S.P.E.C.I.A.L. attribute: Gambling and Outdoorsman skills were completely removed.

See Fallout 3 Skills for more information specific to Fallout 3 skills.

Strength
Strength primarily affects damage done while using melee weapons. While some players use guns exclusively, everyone enjoys beating the stuffing out of Mole Rats (try it; you'll like it). Strength determines how much weight you can carry before being unable to run. Strength also influences the starting skill level of the Melee Weapons skill.

Perception
Perception determines how far away you can detect enemies on your compass (enemies show as red bars). Be aware that only enemies in front of you will be shown on the compass (but not just directly in front of you - close to 180 degrees). Perception is most useful in areas where visibility is poor, such as building interiors with many walls, darkened areas (inside or out), water, etc., but even out on the Wastelands, trees, brush, rocks, and hills can obscure visibility and having high perception will let you see foes before they see you.

Perception compliments Sneaking by allowing you to detect enemies before they detect you. Enemies that have not detected you are typically stationary or move at a reduced rate; this can be seen by watching the red marks on the compass. Knowing where your enemies are gives you a tactical advantage in combat, as you can set traps or ambush them for additional damage.

Perception also influences the starting skill levels of Explosives, Lockpick, and Energy Weapons.

Endurance
Endurance determines the number of hitpoints you have, as well as providing bonuses to radiation and poison resistance. You can pause at any time during combat and use healing items, so you may find that Endurance is not the most useful attribute. However, having a larger pool of hit points means you can restore health by resting and save stimpaks for more urgent situations. Extra hit points will also provide a buffer for players or characters who have poor combat ability. Endurance also affects the starting skill levels of Big Guns and Unarmed.

Charisma
Charisma influences the starting level of your barter and speech skills. This may also influence a character's disposition towards you, though it is unlikely.

Intelligence
Intelligence determines the number of skill points you receive each time you level up. Later increases in Intelligence do not retroactively assign skill points. (The Educated perk provides three bonus skill points per level, also not retroactive.) A high starting Intelligence can provide a significant bonus to skills early in the game, but it is possible to raise all skill to maximum levels with average Intelligence. Intelligence also influences the starting skill levels of Medicine, Repair, and Science.

Agility
Agility determines the number number of action points available for use in V.A.T.S.. (The Action Boy/Girl Perk provides bonus action points.) Expert FPS players may wish to forgo the use of V.A.T.S., but you should be familiar with V.A.T.S. mechanics before you decide to do this. Agility also influences the starting skill levels of Small Guns and Sneak.

Luck
Each point of Luck raises your chance to critically hit an opponent by one percent. Additionally, Luck has a small effect on the starting skill level of all skills. It ups the chance of random encounters as well, such as having the Mysterious Stranger appear in V.A.T.S. and the chance of the alien craft with the Firelance appearing and crashing.

Commentary
The attributes you select are arguably more relevant to your playstyle than your character. If you enjoy using V.A.T.S., for instance, you'll want a high Agility, since Agility provides action points for V.A.T.S. If you like melee, you'll want high Strength to increase your melee damage. If you want to play a stealthy character, you'll probably want a high perception. In almost all cases, you'll want a high Luck score as well.

It may seems unintuitive based on conventions established in prior Fallout games and other RPGs, but the primary function of attributes (aside from determining perk eligibility) is controlling specific aspects of the game that are not really related to your character, such as the user-interface (V.A.T.S. and compass detection, for instance). To approach the issue from another angle, to improve one's ability to persuade NPCs or avoid detection, one will be much better off improving the relevant skill directly (Speech and Sneak respectively), rather than an the associated attribute.

Considering this, you may find these attributes appropriate (or not) for varying styles of play:

First-Person Shooter Playstyle
If you're a seasoned FPS gamer and you don't use V.A.T.S., you obviously won't want many points in Agility, though you should note that Light Step and Silent Running (which you may find useful for running and gunning) require six Agility. Luck will be the most useful attribute in combat, as it raises your critical effect chance with all weapons. You may want extra points in Strength so you can worry less about inventory management, and more points in Intelligence to raise your skills. You'll want to make sure to pick up Fortune Finder and Scrounger.

Sniper Playstyle
The traditional Fallout sniper will want to make extensive use of V.A.T.S., and should have an appropriately high Agility attribute. With the focus on V.A.T.S., you'll want to plan for the following perks: Action Boy/Girl, Mysterious Stranger, Sniper, Concentrated Fire, Commando and/or Gunslinger, and Grim Reaper's Sprint. Make sure to pick up repair to take care of your weapon (see the special notes about V.A.T.S. regarding condition loss).

Stealth / Thief Playstyle
A stealthy character will want a high Perception score to get the drop on his/her enemies. Relevant skills include Sneak, Lockpick, and Explosives. You can use that explosives skill to disable traps and use them against your enemies! Be sure to look at the Silent Running, Demolition Expert, and Infiltrator and/or Computer Whiz

Brawler Playstyle
The brawler will want high strength and endurance to prevail in melee combat. Tasty perks include Ninja, Mister Sandman, Iron Fist, and Toughness, to name a few. In addition to high Unarmed and Melee Weapons skills, you'll want a high Medicine skill to get the most benefit from various chems (particularly stimpaks). Really, anything that increases your healing or smashing abilities will be useful.

Diplomat Playstyle
A diplomatic character will want high Intelligence to give him/her access to extra special dialogue options. You'll want at least 6 points in Charisma to make sure you get access to the Animal_Friend and Master Trader perks. And of course you'll want to dump lots of skill points into Speech to make sure your attempts at diplomacy are mostly successful. And be sure to grab Child at Heart and Lady Killer (for the gents) or Black Widow (for the gals) as soon as you can.

Mix-and-Match Playstyle
Of course, you can combine any of the elements above to create your own unique style of play. You might want to explore some of the more esoteric perks like Cyborg or Cannibal for inspiration. A well-rounded style of play will probably want to focus more on skills, but a highly-specialized style of play (such as a Ninja) will probably want to focus on perk synergies that grant extra abilities. Feel free to explore!

Class Editor
A 3rd party Class editor is available:  http://rapidshare.com/files/170421860/Fallout_3_Class_Editor_v1.1.2.rar 

Author: Macilnar

Version 1.1.2 Released on 12/05/2008

The editor allows you to chose between one of 3 primary classes (Stealth, Close Combat, and Ranged Combat) and a main weapon focus (Melee, Small Gun, Energy Weapons, Explosives, Unarmed, and Big Gun). The editor then gives recommended values to skills, S.P.E.C.I.A.L, and what perks to take.

Author Notes:
 * Only the Stealth class and its weapon focuses are complete. Close and Ranged Combat will be done in the next update
 * Only works with Excel 2007 or newer (sorry for those who don't have it but it just doesn't work in the older versions. If someone wants to try to convert it go right ahead and do it just let me know.)

Class Editor
A 3rd party Class editor is available:  http://rapidshare.com/files/170421860/Fallout_3_Class_Editor_v1.1.2.rar 

Author: Macilnar

Version 1.1.2 Released on 12/05/2008

The editor allows you to chose between one of 3 primary classes (Stealth, Close Combat, and Ranged Combat) and a main weapon focus (Melee, Small Gun, Energy Weapons, Explosives, Unarmed, and Big Gun). The editor then gives recommended values to skills, S.P.E.C.I.A.L, and what perks to take.

Author Notes:
 * Only the Stealth class and its weapon focuses are complete. Close and Ranged Combat will be done in the next update
 * Only works with Excel 2007 or newer (sorry for those who don't have it but it just doesn't work in the older versions. If someone wants to try to convert it go right ahead and do it just let me know.)