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Been trying to create a party for my first game, but have hit a small snag; I can't decipher how the stats relate to the skills (i.e. is metallurgy based off of IQ, Agility, Dexterity, Strength, etc.), and I'm honestly not sure what some of these stats do (pugilism, combat shooting, acrobat, etc.). Does anyone have any information on this?
Post edited December 26, 2013 by Jonesy89
This question / problem has been solved by 01kipperimage
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Jonesy89: Been trying to create a party for my first game, but have hit a small snag; I can't decipher how the stats relate to the skills (i.e. is metallurgy based off of IQ, Agility, Dexterity, Strength, etc.), and I'm honestly not sure what some of these stats do (pugilism, combat shooting, acrobat, etc.). Does anyone have any information on this?
The wasteland Wiki seem to be the most closet to obvious info, at least a little more of the manual.

[url=http://wasteland.wikia.com/wiki/Category:Wasteland_skills]http://wasteland.wikia.com/wiki/Category:Wasteland_skills[/url]

By the way, pugilism and brawling seem to be sinergy, the metalurgy seem to be useful to extract "infinite" money from the mines (IF you can have A LOT of willpower for do it), the others skills seem to be useful .
However, for the basic: Cover the weapons skills, medic and picklocker first.
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Jonesy89: Been trying to create a party for my first game, but have hit a small snag; I can't decipher how the stats relate to the skills (i.e. is metallurgy based off of IQ, Agility, Dexterity, Strength, etc.), and I'm honestly not sure what some of these stats do (pugilism, combat shooting, acrobat, etc.). Does anyone have any information on this?
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Belsirk: The wasteland Wiki seem to be the most closet to obvious info, at least a little more of the manual.

[url=http://wasteland.wikia.com/wiki/Category:Wasteland_skills]http://wasteland.wikia.com/wiki/Category:Wasteland_skills[/url]

By the way, pugilism and brawling seem to be sinergy, the metalurgy seem to be useful to extract "infinite" money from the mines (IF you can have A LOT of willpower for do it), the others skills seem to be useful .
However, for the basic: Cover the weapons skills, medic and picklocker first.
Thanks for the link. Seems like a lot of skills are dependent upon IQ, might be a problem depending on how the dice roll. When these skills level up, can they make up for a mediocre influencing stat, or is a good starting stat required to get much use out of its related skills?

Also, from what I can gather, only one person needs Climb, presumably so that they can climb and help everyone else get over obstacles, but what about something like Move Silently? Does this affect the entire party, or only the person who has the skill?

Furthermore, the relationships between some skills, and in some cases the skills themselves, are a little unclear. For example, the wiki mentions that there is a skill for knife fighting as well as a skill for throwing knives; does Knife Fighting overlap with Throwing Knives at all? Does Acrobat allow a character to leap past an enemy in combat or have any other use I should be aware of?

Finally, do any of the stats affect carrying capacity or what weapons can be used? If I roll up someone who is extremely agile and dexterous, for instance, but with next to no strength, is there any chance of them being able to use a rifle/SMG, or should I designate them as the group pistol/throwing knives expert?
The best I can figure, it's the character in front of the party who needs the relevant skill when it comes to reacting to the environment (climb, acrobatics, a special instance of brawling).
As to IQ, the common wisdom is to settle for no less than 15, since there are skills many party members will need later in the game which will require more IQ than is available even on a roll of an 18.
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MackieStingray: The best I can figure, it's the character in front of the party who needs the relevant skill when it comes to reacting to the environment (climb, acrobatics, a special instance of brawling).
As to IQ, the common wisdom is to settle for no less than 15, since there are skills many party members will need later in the game which will require more IQ than is available even on a roll of an 18.
If the leader fails their check, it doesn't move down the list to make subsequent checks? Crap, was hoping I could avoid having to create a Mary Sue to be the skill monkey.

Seems with regard to my last post, Strength doesn't affect carry weight, and I'm guess that by extension that means no impact on usable weapons (short of a self-imposed limitation for RP purposes). That said, if a stat is low enough, does it ever start imposing a penalty on the relevant skills it impacts, or does it just mean that I won't get any bonuses on that skill?
Many of these questions are difficult to answer, as they are not explicitly stated anywhere. But here is my attempt nevertheless, based a bit on "Mercenaries Spies and Private Eyes" (pen-and-paper RPG on which Wasteland is based).
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Jonesy89: Seems like a lot of skills are dependent upon IQ, might be a problem depending on how the dice roll. When these skills level up, can they make up for a mediocre influencing stat, or is a good starting stat required to get much use out of its related skills?
For the most part, the stat is more important. Skill checks are rolled against the stat, and the skill ranks act as modifiers to the roll. In some cases ranks are very important (such as Brawling, where increased ranks allow increased # of attacks).
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Jonesy89: Furthermore, the relationships between some skills, and in some cases the skills themselves, are a little unclear. For example, the wiki mentions that there is a skill for knife fighting as well as a skill for throwing knives; does Knife Fighting overlap with Throwing Knives at all? Does Acrobat allow a character to leap past an enemy in combat or have any other use I should be aware of?
Short answer: don't waste your slots on knife skills :D. Also, I'm pretty sure there is no overlap. I don't think there is any use for Acrobat in combat (it may passively make you slightly harder to hit, but I doubt it), and I think there is only one real use for it in the game outside of combat.
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Jonesy89: Finally, do any of the stats affect carrying capacity or what weapons can be used? If I roll up someone who is extremely agile and dexterous, for instance, but with next to no strength, is there any chance of them being able to use a rifle/SMG, or should I designate them as the group pistol/throwing knives expert?
No, none of the stats affect what weapon you may carry or use (but stats do affect your attack rolls and damage - DEX and LUCK for ranged; STR, DEX, and LUCK for melee I think).
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Jonesy89: If the leader fails their check, it doesn't move down the list to make subsequent checks?
No, I think it's only based on the leader's skill.
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Jonesy89: That said, if a stat is low enough, does it ever start imposing a penalty on the relevant skills it impacts, or does it just mean that I won't get any bonuses on that skill?
As stated above, it actually works the other way around. The check is based on the stat, with the skill being a modifier. In combat, STR, DEX, and LUCK can have an effect, a score of 8 or less gives a penalty, 13 or more gives a bonus.)
Post edited December 28, 2013 by 01kipper
That, and there are cases like Swimming where every single character will be rolling whether they have the skill or not, so you may as well give everybody Swimming.
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MackieStingray: That, and there are cases like Swimming where every single character will be rolling whether they have the skill or not, so you may as well give everybody Swimming.
Makes sense; there were a few skills that I gave everyone that seemed like the sort of thing that they would take in basic training, including swimming and perception, given that it seemed like the kind of thing that everyone should know if they all needed to do something.
Ah right, Perception. I think that's keyed to IQ, by the way.
Yes, that's right.

Swim and Perception are passively checked for everyone in the party. You can also actively use Perception in some areas.

Silent Move is passively checked in a few areas for the leader only, the other party members don't matter.

You have to actively use Climb. In most cases, that one person takes the rest of the party along with them. In a couple of places everyone needs to pass a Climb check to pass (but you don't need to pass these areas, you can just disband someone to climb up then come back down again).
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01kipper: Yes, that's right.

Swim and Perception are passively checked for everyone in the party. You can also actively use Perception in some areas.

Silent Move is passively checked in a few areas for the leader only, the other party members don't matter.

You have to actively use Climb. In most cases, that one person takes the rest of the party along with them. In a couple of places everyone needs to pass a Climb check to pass (but you don't need to pass these areas, you can just disband someone to climb up then come back down again).
Hm, sounds like the best approach will be to have the most agile person take point. Makes sense, I guess; you want the person best at avoiding detection going first, presumably doing their best to get a view of things before the rest of the gang starts making too much noise. Other than that, sounds like I shouldn't try to roll a character with *all* of the skills, which is definitely a relief.