Increasing Luck.
Increasing Luck.
I am aware that one could increase Luck by one with Chuck, and maybe even two, if one plays their cards right, but i really want to push it.
Can I get +3 Luck? I'm assuming not, but it doesn't hurt asking.
Of course, you could get angry at me and refuse to read anything i ever write again, and flame me for the rest of my life.
Luck up with Chuck.
Can I get +3 Luck? I'm assuming not, but it doesn't hurt asking.
Of course, you could get angry at me and refuse to read anything i ever write again, and flame me for the rest of my life.
Luck up with Chuck.
- Tank
- Wanderer of the Wastes
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All I've ever gotten is +1 LK... How're you supposed to get +2?
The Unwashed Village- Abandon ye sanity!
Live with Honor
Fight for Honor
Die with Honor
Let not Glory blind Thee
Live with Honor
Fight for Honor
Die with Honor
Let not Glory blind Thee
- Tank
- Wanderer of the Wastes
- Posts: 566
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Hmm, I didn't know that... I've gotta try it the next time i play!
The Unwashed Village- Abandon ye sanity!
Live with Honor
Fight for Honor
Die with Honor
Let not Glory blind Thee
Live with Honor
Fight for Honor
Die with Honor
Let not Glory blind Thee
I only got +2.
You need to get the Fool's card.
There are (i think) 2 different options to get him to read cards. One of them is reuseable and one of them will go away after 1 use. Use the reusable one until you get the fool's card. Then use the other option to get him to read yet another card.
I don't think the cards are random, i tried 5 times. It is always the same 3 cards in same order.
Just save. Keep trying, that's what i did.
You need to get the Fool's card.
There are (i think) 2 different options to get him to read cards. One of them is reuseable and one of them will go away after 1 use. Use the reusable one until you get the fool's card. Then use the other option to get him to read yet another card.
I don't think the cards are random, i tried 5 times. It is always the same 3 cards in same order.
Just save. Keep trying, that's what i did.
- Tank
- Wanderer of the Wastes
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This sounds like fun...
runs Fallout and goes to Adytown<
runs Fallout and goes to Adytown<
The Unwashed Village- Abandon ye sanity!
Live with Honor
Fight for Honor
Die with Honor
Let not Glory blind Thee
Live with Honor
Fight for Honor
Die with Honor
Let not Glory blind Thee
- Sirgalahadwizard
- Vault Dweller
- Posts: 151
- Joined: Wed Apr 24, 2002 3:56 am
- Location: 7th floor of the west-tek facility.
If you only get three chances... best to save the game first so that if you fail you can always try again.
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck-enhancing procedure would look more like people trying to cast spells on you).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
-----
I was wondering if I could get your guys' input on something.
As you probably dont know, im making a post apocalyptic computerized roleplaying game like fallout - up til now it's been called "Aftermath" (not to be confused with another game from the 80's).
The luck stat will not be one that you can mess around with - but rather a derived stat. My current formula is this:
[(Endurance/2 + Charisma/2)) - 6] + (Random number inbetween 0 and 1) X 10
(The above formula is also modified to return a zero for the first set of brackets if the number is negative, and the end result is a non-decimal integer with a minimum value of 1.)
The reasoning behind it is that the fates dont favor super-characters built for war... In my system, endurance and charisma are the two stats that would probably be penalized to make a super character (ie, a walking tank) - because it's not endurance that gives you hit points, and someone would probably reduce their charisma to increase their agility or something.
It does allow for a luck value up to 14 (if you got a 10 on both endurance and charisma and got a good random roll) - very exceptional luck, and it's intentional. Characters might be able to change their luck based on good or bad things they do later on (ie, a certain amount of reputation already accumulated by the time they reach a certain situation X gives them +1 luck)... and luck wont be viewable by the player except under special circumstances.
So, do you guys think that it's a good formula with only a problem or two, or that it needs to go back to the drawing board?
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck-enhancing procedure would look more like people trying to cast spells on you).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
-----
I was wondering if I could get your guys' input on something.
As you probably dont know, im making a post apocalyptic computerized roleplaying game like fallout - up til now it's been called "Aftermath" (not to be confused with another game from the 80's).
The luck stat will not be one that you can mess around with - but rather a derived stat. My current formula is this:
[(Endurance/2 + Charisma/2)) - 6] + (Random number inbetween 0 and 1) X 10
(The above formula is also modified to return a zero for the first set of brackets if the number is negative, and the end result is a non-decimal integer with a minimum value of 1.)
The reasoning behind it is that the fates dont favor super-characters built for war... In my system, endurance and charisma are the two stats that would probably be penalized to make a super character (ie, a walking tank) - because it's not endurance that gives you hit points, and someone would probably reduce their charisma to increase their agility or something.
It does allow for a luck value up to 14 (if you got a 10 on both endurance and charisma and got a good random roll) - very exceptional luck, and it's intentional. Characters might be able to change their luck based on good or bad things they do later on (ie, a certain amount of reputation already accumulated by the time they reach a certain situation X gives them +1 luck)... and luck wont be viewable by the player except under special circumstances.
So, do you guys think that it's a good formula with only a problem or two, or that it needs to go back to the drawing board?
- Sirgalahadwizard
- Vault Dweller
- Posts: 151
- Joined: Wed Apr 24, 2002 3:56 am
- Location: 7th floor of the west-tek facility.
If you only get three chances... best to save the game first so that if you fail you can always try again.
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck-enhancing procedure would look more like people trying to cast spells on you).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
-----
I was wondering if I could get your guys' input on something.
As you probably dont know, im making a post apocalyptic computerized roleplaying game like fallout - up til now it's been called "Aftermath" (not to be confused with another game from the 80's).
The luck stat will not be one that you can mess around with - but rather a derived stat. My current formula is this:
[(Endurance/2 + Charisma/2)) - 6] + (Random number inbetween 0 and 1) X 10
(The above formula is also modified to return a zero for the first set of brackets if the number is negative, and the end result is a non-decimal integer with a minimum value of 1.)
The reasoning behind it is that the fates dont favor super-characters built for war... In my system, endurance and charisma are the two stats that would probably be penalized to make a super character (ie, a walking tank) - because it's not endurance that gives you hit points, and someone would probably reduce their charisma to increase their agility or something.
It does allow for a luck value up to 14 (if you got a 10 on both endurance and charisma and got a good random roll) - very exceptional luck, and it's intentional. Characters might be able to change their luck based on good or bad things they do later on (ie, a certain amount of reputation already accumulated by the time they reach a certain situation X gives them +1 luck)... and luck wont be viewable by the player except under special circumstances.
So, do you guys think that it's a good formula with only a problem or two, or that it needs to go back to the drawing board?
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck-enhancing procedure would look more like people trying to cast spells on you).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
-----
I was wondering if I could get your guys' input on something.
As you probably dont know, im making a post apocalyptic computerized roleplaying game like fallout - up til now it's been called "Aftermath" (not to be confused with another game from the 80's).
The luck stat will not be one that you can mess around with - but rather a derived stat. My current formula is this:
[(Endurance/2 + Charisma/2)) - 6] + (Random number inbetween 0 and 1) X 10
(The above formula is also modified to return a zero for the first set of brackets if the number is negative, and the end result is a non-decimal integer with a minimum value of 1.)
The reasoning behind it is that the fates dont favor super-characters built for war... In my system, endurance and charisma are the two stats that would probably be penalized to make a super character (ie, a walking tank) - because it's not endurance that gives you hit points, and someone would probably reduce their charisma to increase their agility or something.
It does allow for a luck value up to 14 (if you got a 10 on both endurance and charisma and got a good random roll) - very exceptional luck, and it's intentional. Characters might be able to change their luck based on good or bad things they do later on (ie, a certain amount of reputation already accumulated by the time they reach a certain situation X gives them +1 luck)... and luck wont be viewable by the player except under special circumstances.
So, do you guys think that it's a good formula with only a problem or two, or that it needs to go back to the drawing board?
- Sirgalahadwizard
- Vault Dweller
- Posts: 151
- Joined: Wed Apr 24, 2002 3:56 am
- Location: 7th floor of the west-tek facility.
If you only get three chances... best to save the game first so that if you fail you can always try again.
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck-enhancing procedure would look more like people trying to cast spells on you).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
-----
I was wondering if I could get your guys' input on something.
As you probably dont know, im making a post apocalyptic computerized roleplaying game like fallout - up til now it's been called "Aftermath" (not to be confused with another game from the 80's).
The luck stat will not be one that you can mess around with - but rather a derived stat. My current formula is this:
((Endurance/2 + Charisma/2)) - 6) + (Random number inbetween 0 and 1) X 10
(The above formula is also modified to return a zero for the first set of brackets if the number is negative, and the end result is a non-decimal integer with a minimum value of 1.)
The reasoning behind it is that the fates dont favor super-characters built for war... In my system, endurance and charisma are the two stats that would probably be penalized to make a super character (ie, a walking tank) - because it's not endurance that gives you hit points, and someone would probably reduce their charisma to increase their agility or something.
It does allow for a luck value up to 14 (if you got a 10 on both endurance and charisma and got a good random roll) - very exceptional luck, and it's intentional. Characters might be able to change their luck based on good or bad things they do later on (ie, a certain amount of reputation already accumulated by the time they reach a certain situation X gives them +1 luck)... and luck wont be viewable by the player except under special circumstances.
So, do you guys think that it's a good formula with only a problem or two, or that it needs to go back to the drawing board?
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck-enhancing procedure would look more like people trying to cast spells on you).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
-----
I was wondering if I could get your guys' input on something.
As you probably dont know, im making a post apocalyptic computerized roleplaying game like fallout - up til now it's been called "Aftermath" (not to be confused with another game from the 80's).
The luck stat will not be one that you can mess around with - but rather a derived stat. My current formula is this:
((Endurance/2 + Charisma/2)) - 6) + (Random number inbetween 0 and 1) X 10
(The above formula is also modified to return a zero for the first set of brackets if the number is negative, and the end result is a non-decimal integer with a minimum value of 1.)
The reasoning behind it is that the fates dont favor super-characters built for war... In my system, endurance and charisma are the two stats that would probably be penalized to make a super character (ie, a walking tank) - because it's not endurance that gives you hit points, and someone would probably reduce their charisma to increase their agility or something.
It does allow for a luck value up to 14 (if you got a 10 on both endurance and charisma and got a good random roll) - very exceptional luck, and it's intentional. Characters might be able to change their luck based on good or bad things they do later on (ie, a certain amount of reputation already accumulated by the time they reach a certain situation X gives them +1 luck)... and luck wont be viewable by the player except under special circumstances.
So, do you guys think that it's a good formula with only a problem or two, or that it needs to go back to the drawing board?
- Sirgalahadwizard
- Vault Dweller
- Posts: 151
- Joined: Wed Apr 24, 2002 3:56 am
- Location: 7th floor of the west-tek facility.
If you only get three chances... best to save the game first so that if you fail you can always try again.
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck-enhancing procedure would look more like people trying to cast spells on you).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck-enhancing procedure would look more like people trying to cast spells on you).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
- Sirgalahadwizard
- Vault Dweller
- Posts: 151
- Joined: Wed Apr 24, 2002 3:56 am
- Location: 7th floor of the west-tek facility.
If you only get three chances... best to save the game first so that if you fail you can always try again.
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck enhancing procedure would look more like people trying to cast spells).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
Unfortunatly, there are no medical procedures designed to increase your luck (though I suspect that a luck enhancing procedure would look more like people trying to cast spells).
I never tried that one guy in adytum for the luck thing, I always figured he'd either draw the radio tower (signifying the military base), or the man with the sceptre (signifying the master)... thx for the tip.
Luck is very important in Fallout - much moreso than in fallout tactics. If you have a luck of 2, it seems like every other minigun blast you take from super mutants is a critical hit (negating your power armor's awesome damage threshold value).
- Slave_Master
- Strider Elite
- Posts: 990
- Joined: Sun Jun 02, 2002 7:28 am
- Location: On the dark side of the moon
Actually, Galahad, every time I go there, I get the cards in the samne order. Even when he shows the military base, I still get the luck. I think you always get the luck, no matter what. I might have to go there with a Luck 1 character, jut to make sure.
Heh, a luck raising surgery would have the potential of being pretty funny. For some reason, luck is worth very little in FOT.
Heh, a luck raising surgery would have the potential of being pretty funny. For some reason, luck is worth very little in FOT.
In my experience i always got two cards, then the fool's card.
I did this like 4 times and it was always the same.
I don't think the +2 luck trick was intentional.
I decided to search around to see if anyone else found it, and i found someone put it into their walkthrough.
I remembered the bug from last time i played the game, a few years back.
Heck, maybe i read the walkthough... I really don't remember.
I did this like 4 times and it was always the same.
I don't think the +2 luck trick was intentional.
I decided to search around to see if anyone else found it, and i found someone put it into their walkthrough.
I remembered the bug from last time i played the game, a few years back.
Heck, maybe i read the walkthough... I really don't remember.
- Slave_Master
- Strider Elite
- Posts: 990
- Joined: Sun Jun 02, 2002 7:28 am
- Location: On the dark side of the moon