

In another instance, he was KO'd while using spider-boots to walk up a ceiling to pursue an enemy that had climbed a rope to escape the conflict, and he became stuck on the ceiling, forcing the party to figure out a way to get him down. He once falsely awakened the party during his night watch after mistaking a wyvern for a dragon. During the actual adventuring, he was constantly getting into trouble and needing to be bailed out by his fellow adventurers. While the other players and DM enjoyed Gregle's antics, their characters only barely tolerated his presence. The other party members never called him out on it in public, since they were just happy to have the cooperation of the locals. He reveled in the unprecedented access to their community that the locals provided, and he reveled in the adulant gifts that they showered upon him, happily hoarding it all in his bag of holding. He then took credit for much of the party's achievements.ĭespite having only slightly above average charisma, he leaned on his halfling luck to succeed on some charisma checks and make himself a bit of a celebrity with the local townies for his exaggerated heroics. He would occasionally disarm a trap or unlock a door, and once used a clever trick to pacify (and subjugate) an entire band of pirates. He routinely hid in the shadows, taking pot shots at vulnerable enemies and racking up kill steals from afar while his two warrior companions did most of the heavy-lifting. Knowing that he's a pathetic weakling, Gregle overcompensated by being a very flamboyant braggart and narcissist (I took inspiration from Stephen Colbert), and thought that he was more charming than he actually was.

With the low initial constitution, I focused my character around stealth abilities, disengagement and evasion tactics, and ranged attacks, and continued to improve those skills as I leveled. While some power gamers may scoff at the idea, rage against their dice, and then remake their character with a standard array and average HP, I decided to run with it and role play the hell out of little Gregle.Ĭharacter sheet for "Pirate Lord Captain Gregle, Slayer of Ancients and World-Renowned Trapeeze Artist" The result was a sixth-level character with a pathetic sixteen max hit points! A single lucky shot from virtually any enemy could be an instant KO for that character, and getting engaged in melee would practically be a death sentence.

I rolled for the character's initial stats, got fairly low constitution, and then rolled the minimum value for hit dice for the first few levels. In fact, he was a very lucky, over-achieving halfling rogue in a short-lived campaign of Dungeons & Dragons. "Pirate Lord Captain Gregle, Slayer of Ancients and World-Renowned Trapeeze Artist" sounds like a pretty legendary character, right? Well, he wasn't. stats, lack of well-defined character classes or roles, no karma, and limited role-play options shut down my desire to play multiple characters and betrays Fallout's table-top RPG origins. Settlement crafting is new and addictive, but rest of gameplay and questing leans far too heavily on shooting.Įasily-maximizeable S.P.E.C.I.A.L. Original soundtrack is pretty strong, but repetitious use of Fallout 3 tracks gets grating.

Surprisingly solid and varied voice work is betrayed by unintuitive dialogue trees and frequent dialogue bugs. Extensive customization allows for lots of player-expression. still feels like an awkward and unsatisfying compromise to old-school Fallout fans.Įnvironments are much more colorful and vibrant, but I'm otherwise un-impressed by the graphics - particularly character models. Gunplay is too fast, furious, and frequent for my tastes, and V.A.T.S. Exploring the waste is as addictive and engaging as you'd expect from a Bethesda RPG.
