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The four first-personFalloutgames have each employed rather different leveling systems.
11 of these are crucial to take.
Stronger perks in these games are also locked behind high levels.
In short,these leveling systems leaned hard into the “role-playing” element of the RPG.
However,it also incentivizes maxing out every stat across the course of a playthrough.
This change does away with some of the personalization that the older games had.
It should be higher than in the early games, butits presence will makeeach level and perkfeel more precious.
On that note, the perks themselves should be less divided into steps.
Leveling up should feel rewarding and powerful, not just like another rung on a ladder.
This is not to say that each perk should be insanely powerful, just important.
They don’t always need to be combat-related and could focus instead on dialogue choices or new crafting options.
This part of the series is core to its identity and should not be left behind.
Custom Image by Kiki McIntyre
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