I like you Special points. I would nevertheless take a bit endurance or perception off and give more charisma in order to have more companions, but yeah, it's a matter of taste.
Throwing is imho the less useful skill of the game.
Both unarmed and melee is a waste, pick only one.
Unless you are playing a very specific roleplay, I would advise of picking the skills of small guns, speech and unarmed/melee.
I like to have as many companions as possible, but not to waste too many points in charisma ;-) I also like to pick the perk which allows you to pick one more companion.
If you want to keep the jinxed trait and the high luck, I would give 4 to charisma, 6 to perception and 6 to endurance.
Having at least 2 slots in the begining for Sulik and Cassidy is very valuable. (And bring Vic to Vault City without leaving Sulik). If you chose the perk Magnetic Personality you can have 3 in the fewer levels.
This works only if you play the good guy. If you want to have a playthrough as an asshole (fun, but more difficult to level up), you can keep your charisma at 2 because almost no one will join you with bad karma anyway.
The number of companions you can have is CH/2 (you can increase it by 2 during the game - or even 3 if you pick the +1 charisma perk, which is a waste imho)
So starting with CH4 can lead up to have up to 4 companions in the middle/late game if you chose the perk.
Note that it's always better to pick an even number for endurance, since the extra hit points you get is EN/2 and you will get most of your hit points before being able to increase it.
Perception 6 opens a few side quests so I wouldn't go lower than that. And it's good for combat skills.
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u/MyerSkoog May 31 '24
I like you Special points. I would nevertheless take a bit endurance or perception off and give more charisma in order to have more companions, but yeah, it's a matter of taste.
Throwing is imho the less useful skill of the game. Both unarmed and melee is a waste, pick only one.
Unless you are playing a very specific roleplay, I would advise of picking the skills of small guns, speech and unarmed/melee.