Forum:Perk trees?

Here's an idea. You have three perks, all similair, called Ronin (Apprentice), Ninja, and Grand Master, at levels 10, 20, and 30 respectively. This adds to the RPG element of Fallout. To get the 2nd rank, you have to get the first perk, and the effects stack. Ronin gives you a crit boost of 5% for melee and unarmed weapons, and Crit damage boost of 15%, and since Ninjitsu was mostly focused around survival, espionage, assassination, and sabotage, you get some new recipes and schematics for poisons, potions, weapons, and an armor set. Ninja would give 15% crit chance, 25% crit DMG, and more poisons, weapons, etc. Grand Master would give an extra 25% crit chance, 35% crit DMG, and more recipes and schematics. That stacks to a total of 35% more crit chance, 75% more crit DMG, 3 new poisons, 6 new weapons (3 for melee, 3 for unarmed) and 3 new armor sets. You really would be a Grand Master! These statistics, schematics, and recipes are completely debatable, and if you feel that they may be overpowered, underpowered, or not enough weapons and poisons, they can be adjusted.

This idea could also work with perks like Cowboy, giving the player some new cowboy themed weapons, armor, other items, and various stat boosts such as increased firing rate with lever action weapons. Kanonamos 06:49, February 13, 2011 (UTC)
 * What's your in-universe explanation for suddenly getting access to new recipes? Also, 35% more hit chance and 75% more crit damage is hideously overpowered. Furthermore, Ronin and Ninja are nonsensical, because Ronin is a samurai without a sovereign, whereas Ninja is an assassin, two different things. This weeaboo crap does not belong in Fallout.
 * With that out of the way, I like the idea, though Fallout already supports leveled perks. It's be interesting to have new perks unlock based on what you do and what you use, rather than arbitrarily becoming available at pre-set levels. Eg. you use rifles a lot = rifle variant of the Cowboy perk, with primary boost being the rifle. Do remember that perks are bonuses, rather than win-game buttons. 79.184.248.163 07:22, February 13, 2011 (UTC)

No real need for trees, players tend to create their own "trees" anyway by stacking perks with similar bonuses. Stack super slam with piercing strike with ninja with slayer and you've created a 4 perk "tree". Not requiring pre-req perks gives players more freedom to customize their characters though for what they want, use VATS then take paralyzing palm while if you don;t use VATS then ignore it. More schematics would be nice but they could just be tied into perks like hand loading does now.75.67.224.12 09:23, February 13, 2011 (UTC)
 * It's interesting that when I play a melee build I pick Super Slam and Piercing Strike. Gosh, Love and Hate becomes a killing machine! :D Brfritos 12:00, February 14, 2011 (UTC)