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Atros010

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  1. The ruler clearly state that you can only do single encounter within a space per turn, so nothing prevents you from running around with all your stacked Nuka Cola-crates, companions and perks doing more encounter in other spaces...
  2. First world problems: How dare somebody paint or sculpt more males than females... RAISE THE BARRICADES!
  3. How so? Canonically ghouls lived long, but there was no indication of reproduction. Physically if they have been exposed to LOT of radiation, they being able to reproduce is of the table, as radiation tends to damage your reproductive capabilities first. Female ghouls might still have their "holes" intact and even have some feelings down there too, but I doubt if their male counterparts would have their "smallies" in as good shape as their skins that they would be able to pump blood down there or feel anything trough the cinders. More likely it would have fallen completely off from them with the other rotting flesh...
  4. With the expansion: - Two armored guys with unknown sex. - One ghoul with unknown sex (probably male, because who would vilify a woman? ). - One Super Mutant with unknown sex (probably female, as she looks like she is missing her rolling pin and awaiting for me to come home from the public house). - One Robot (just because it is called "Mr. Handy" doesn't mean it has a gender). - Three Females (Gunslinger, Ranger, Wastelander). - Two Males (Vault Dweller, Merchant). Looks to me the males are in the loosing side here. Besides the point, I really can't see why playing with male token is a problem to your ladies as playing with the clearly female NCR Ranger is no problem to me? Perhaps you should get some more "mature" lady friends to play with?
  5. Sadly it is just one point, not one extra move per action. Naturally if you enjoy it, you can make your own house rules, but there aren't any mention it being one point per action like in the "Wasteland Map" item of NCR Ranger character, just a single movement point for discarding. Try Chem Resistant-perk card from the addon. Personally I would too like few more RadAways in the decks for easier time avoiding perma-death... My favorite was Vault Suit (1 E reroll and 1 Armor), Formalwear (1 Armor, on C test 1 automatic hit, Ignore all companion requirements), Blackwidow Perk (adds C for all combat tests), Missile Launcher (Gun, EL, exhaust to kill all equal and lower level adjacent enemies to killed target) and Ricochet Perk (on kill, discard to kill any enemy within 3 spaces). Killed a seven enemy doom stack when level 2 enemy attacked me and I killed it with one automatic hit and four rerolls from CEL+Vault Suit, as exhausting ML killed all level 1 and 2 enemies on same tile as I and around the attacking enemy and Ricochet killed the approaching Mirelurk Queen, which is level 3 enemy with Armor and thus hardest enemy in game. Got two levels worth of XP from it. Two armor and 4 rerolls (5 rolls in total) with automatic hit (second automatic hit if you attack from adjacent tile against non-ranged enemy) means you basically never get damage when you can discard two with armor and can use most of your rerolls just to get rid of incoming damage dice...
  6. We tend to give leniency for the player in the questing as there is really no point to force player to help the Masters faction when he is allied to BoS for example. Free will makes much more sense in the setting. I once knew a most rigorous rules-lawyer in the world and he might have been the most difficult person to enjoy any game with. Thus nowadays anything that isn't a clear exploit (or atleast not any worse than the exploits allowed by the rules already) goes...
  7. My suggestion for you is to drink nuka-cola and drink lots of it. Our house rule for moving is that if you use 2 move actions (full round move), you can ignore one terrain effect (rad or diff) to speed up movement. Also ranger gets three moves per move action. Also increasing inventory size to five helps a lot, when you can carry extra junk to do stuff when needed. For that particular raider problem, try to plan ahead your moves so that you end up ending your turn in the camp. Then if the raider attacks, you get to waste it for free and if not, you use your first move to attack and second move to encounter. Much bigger problem for me is those doom stack-hordes of approaching enemies that usually tend to end very soon my so nice level 4 encounter grind...
  8. Atros010

    Armour Seems OP.

    There are couple of nice combos for combat survival too: Formal Wear armor and Blackwidow perk: Blackwidow adds C to all combat rolls and Formal Wear adds +1 automatic hit to any roll using C, plus gives 1 armor and allows to ignore companion requirements and thus you can exhaust companions more often when no need to worry them leaving at next rest. Add this to Vaul Dweller and you have 2 points of armor in total and thus you are near immortal in combat. Missile launcher plus Vault Suit: Vault suit gives one extra reroll to E rolls, missile launcher uses EL (and Vault guy just happens to have L) and missile launcher kills all enemies of equal or lower level when exhausted. I had spent couple of turns in level 4 exploration space and there had gathered quite a doom stack around me, with that pesky Mirelurk Queen closing in as well. Then a level 2 enemy activated and attacked me, I killed it, then I used the Ricochet-perk I had to kill that Mirelurk Queen and tapped the rocket launcher to kill every level 1 and 2 enemy around my orginal target (not sure if it should have been around the mirelurk ricochet, but it wouldn't have mattered much). Ended up killing 7 enemies in total with the worst enemy in game included and also some annoying armored level 2 enemies, which would have been much harder fought one by one and also some radioactive enemies. Ended up clearing all enemies around me and getting two level-ups... THAT particular vault dweller was quite OP in the end game...
  9. I use three decks, one with 0-cards (1-99), second with 100-cards (100-199) and third deck with 200-cards of cards above 200. Much easier to handle than with one or two decks...
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