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Fallout 3 Hints
Character Creation Tips
1 of 12: The most important things to decide on during the character creation process (which happens during the first set of Main Quests) is how to best set your S.P.E.C.I.A.L. attributes and tag skills.
2 of 12: It's easiest if you have a clear idea of what areas you want your character to be strongest in.
3 of 12: If you're not sure, Strength and Endurance are the best places to spend your attribute points. Make each at least 7.
4 of 12: Intelligence and Agility are also very important. Intelligence determines how many skill points you get on level-up, and Agility affects how many action points you get for use with V.A.T.S.
5 of 12: You may instead wish to decide on ability point distribution based on the three tag skills you choose.
6 of 12: No matter what type of character you intend to play, you should probably tag the Repair skill, the Lockpick skill, and one weapon skill (Small Guns if you don't have another preference).
7 of 12: If you do, that means you should make sure your Perception, Intelligence, and Agility aren't too low -- preferably at least 6 each. (But don't neglect Strength or Endurance -- those are still super-important.)
8 of 12: Read on if you want a recommended character build that'll tell you exactly what to do.
9 of 12: Set your attributes to be Strength: 7, Perception: 5, Endurance: 7, Charisma: 4, Intelligence: 6, Agility: 6, and Luck: 5. For your tag skills, choose Repair, Lockpick, and Small Guns.
10 of 12: If you don't really care about passing early Speech Challenges or making much money by selling items, you can set your Charisma to 1 and your Intelligence to 9. The extra three skill points you'd get on level-ups could be put into the Barter and Speech skills so they don't stay way too low.
11 of 12: Or if you'd rather have a tough damage-dealing brute instead of a more balanced character, set your attributes to be Strength: 7, Perception: 6, Endurance: 9, Charisma: 1, Intelligence: 6, Agility: 4, and Luck: 7. For your tag skills, choose Explosives, Big Guns, and Melee Weapons. Make sure your Explosives skill is at least 60 by the time you reach level 12 so you can immediately take the Pyromaniac perk. And don't neglect to get the Demolition Expert perk at least once, plus Finesse and Better Criticals when they're available.
12 of 12: The advantage of this route is that you'll end up being able to deal truly awesome damage to enemies with flamers and shiskebabs, as well as mines and grenades. The disadvantage is that you'll be much less adept at many common tasks, such as picking locks, using the commonly available small guns weapons, passing Speech Challenges, etc. (At least until you go after a bunch of Skill Books that'll help you improve in those areas.)