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Fight or Flight: RPDisc1

Tags: #FRP:Discussion 
  • Member
    February 12

    Cool Mercurias - Hey when are we going to see one of your characters as a Build??? :D

  • February 13
    My ADHD and lack of planning skills know no bounds! Right now I'm at war with the Workshop/RP Group's Heretic event, where I'm writing a rough draft for my group to savage and rebuild into a final literary Voltron of beauty. After that I really should gird my loins and wrestle one of my...Way too many playthroughs into a proper build and post it.
  • February 13

    So the consensus here seems to be that the closest we'll ever get to a non-combat playthrough in Fallout 4 is just one that doesn't actively seek it out. The best roleplay for that seems to also be a sort of merchant/trader/city manager. Anything else people want to add, or shall I post another discussion soon? 

  • February 13

    I wish it could be otherwise, but there is too much in Fallout that's gated behind kill walls. You'd never be able to finish the main story.

  • Member
    February 16

    Non-violent playthroughs are great fun even if I've never been able to truly commit. I got the furthest in New Veags (obviously) and never even dared to try in FO4. The Syringer Rifle certainly gave the playstyle some intrigue but I ultimately decided against it because so many of the syringes you can make only have a "chance" to deal their effect. Considering the resources needed to craft those, it never really seemed like a dependable way to play. And reading Motty's article, that idea is further cemented. That said, a character that uses violence as a last resort would be possible, if a little unwieldy. It would certainly change how one travels. Map knowledge and situational awareness would be necessary skills. Aqua Boy/Girl would become an even better perk than it already is! I suppose anyone motivated enough to not kill either has some moral opposition to it or maybe just isn't very good at violence. Someone with terrible aim might try to talk their way out of violence or avoid it all together. Only downside is that mechanically, nonviolence isn't really supported by the game. Even if there's ways to skirt around it, you're not rewarded. 

  • February 16

    Legion said:

    Non-violent playthroughs are great fun even if I've never been able to truly commit. I got the furthest in New Veags (obviously) and never even dared to try in FO4. The Syringer Rifle certainly gave the playstyle some intrigue but I ultimately decided against it because so many of the syringes you can make only have a "chance" to deal their effect. Considering the resources needed to craft those, it never really seemed like a dependable way to play. And reading Motty's article, that idea is further cemented. That said, a character that uses violence as a last resort would be possible, if a little unwieldy. It would certainly change how one travels. Map knowledge and situational awareness would be necessary skills. Aqua Boy/Girl would become an even better perk than it already is! I suppose anyone motivated enough to not kill either has some moral opposition to it or maybe just isn't very good at violence. Someone with terrible aim might try to talk their way out of violence or avoid it all together. Only downside is that mechanically, nonviolence isn't really supported by the game. Even if there's ways to skirt around it, you're not rewarded. 

    Oh yes, a violence-avoidance build would be...interesting. It reminds me of a series I saw on Youtube one time that was a Skyrim roleplay that, through copious amounts of mods, had basically turned into a survival horror game. Most enemies were, besides bandits, too tough to fight, and using sneak, light, and distractions was key. I wonder if the same thing is possible with Fallout 4. 

  • February 17
    HMMMM. I wonder how well you could do If you go for a super charismatic, super intelligent pacifist. You could make a lot of things surrender.

    In playing with this idea, I'm taking the most "essential" parts of my less violent playthrough and seeing if I can't render them down. He often threw caltrops to slow enemies down after he'd been caught. He also tended to relieve enemies of weapons with pickpocket and sneak if he absolutely had to navigate a dangerous area. Companions were a no-go, since they fight back, but that opened up perks in Lone Wanderer. Super high charisma would allow you to have the chance to make most enemies stand down, even if only the first rank of each was taken. Aqua Boy could help with avoidance.

    My own playthrough was a more pragmatic approach, stating that non-violence was definitely preferred, but seldom feasible when one had feral ghouls, cannibalistic raiders, and malfunctioning war bots wandering the Wasteland. He ran when he could, but when he couldn't, he kept a big stock of chems, explosives, and an upgraded Spray n' Pray boosted by Commando, Demolition, and Bloody Mess perks.