![]() They did add Armor Modding as a skill to complement Weapon Modding, but that's the only new one. The Smart Ass talking skill is also gone. Brute Force is gone now if you can't be bothered to invest in Lockpicking but still want to open a locked door, just attack it normally. Lockpicking and Safecracking are now just Lockpicking, Handguns and Shotguns have been folded into Small Arms, Assault Rifles and Submachine Guns form Automatic Weapons, Bladed and Blunt Weapons are now Melee, Field Medic and Surgeon have been combined into First Aid (and it's no longer a requirement for reviving downed rangers), and Alarm Disarming and Perception have become Sneaky Shit. The skill system has been streamlined the era of multiple container-unlocking skills is over. Overall, viable build variety with regard to attributes has noticeably improved. Putting points into intelligence gives you one skill point per level of intelligence instead of modifying the number of points you get per level. Action points themselves, while still important, aren't absolutely necessary to max out on every character there are incentives to put those points elsewhere. The initiative system that gave individual characters multiple combat turns in comparison to their opponents excessively rewarded high-initiative builds and excessively punished low-initiative builds that's been replaced with the characters on each side going at once, though occasionally you may get lucky and receive a free use of action points. In Wasteland 2, the system encouraged only two kinds of builds: a useless-or-less-useful-in-combat charismatic skillmaster and a character who puts a roughly equal investment into attributes that maximize initiative, action points, and skill points. Wasteland 3's CLASSIC attribute system has also been modified from its predecessor. Some purists may balk, but I was grateful I could start playing immediately and learn how I wanted to build my future characters through experiencing the game's content as opposed to making decisions for four different characters at the start with no context other than my previous experience with RPGs. Once you're past the tutorial, you can make or take two more rangers from a different and larger pool and/or fill up your roster with companions for a total of six however, you must always have at least two rangers in the party and can have no more than four. In addition to this, they also have a few unique voiced banters with each other, though you'll hear them all in the early areas. There's a greater focus on accessibility and the ability to immediately jump in and start playing: there are five groups of pre-made rangers, and they all come with unique background bonuses and utility items that no custom-made ranger can acquire to compensate for their non-powergamed attribute and skill allocation. The first difference you'll notice from Wasteland 2 is that it takes a page from Divinity: Original Sin and requires you to make or take just two rangers at the start.
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