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技能(英文:Skill)是一系列可供學習的能力,技能l等級愈高代表角色愈擅長作這類事。遊戲中可以透過升級與閱讀書籍來獲得Skill點數。

在辐射4和辐射:钢铁兄弟会 中,技能系統被併入Perk系統中。因此并没有被列在这里。

技能列表

战斗技能

Skill Fallout Fallout 2 Tactics Van Buren Fallout 3 New Vegas
Big Guns Yes Yes Yes No Yes No
Small Guns Yes Yes Yes No Yes No
Firearms No No No Yes No No
Guns No No No No No Yes
Energy Weapons Yes Yes Yes No Yes Yes
Throwing Yes Yes Yes Yes No No
Traps Yes Yes Yes No No No
Explosives No No No No Yes Yes
Melee Weapons Yes Yes Yes Yes Yes Yes
Unarmed Yes Yes Yes Yes Yes Yes


主动技能

Skill Fallout Fallout 2 Tactics Van Buren Fallout 3 New Vegas
Doctor Yes Yes Yes No No No
First Aid Yes Yes Yes No No No
Medic No No No Yes No No
Medicine No No No No Yes Yes
Lockpick Yes Yes Yes No Yes Yes
Security No No No Yes No No
Repair Yes Yes Yes No Yes Yes
Mechanics No No No Yes No No
Science Yes Yes Yes Yes Yes Yes
Sneak Yes Yes Yes Yes Yes Yes
Steal Yes Yes Yes Yes No No
Survival No No No No No Yes
Traps Yes Yes Yes No No No

被动技能

Skill Fallout Fallout 2 Tactics Van Buren Fallout 3 New Vegas
Barter Yes Yes Yes Yes Yes Yes
Gambling Yes Yes Yes No No No
Outdoorsman Yes Yes Yes Yes No No
Pilot No No Yes No No No
Speech Yes Yes No No Yes Yes
Deception No No No Yes No No
Persuasion No No No Yes No No

Mechanics

For most skills, the success of an action governed by one is determined by either directly checking skill level against a threshold or with a skill roll.

Rolls are used for most intrinsically random actions like hits in combat and random encounters.

With Speech, direct checks are used as well as rolls in Fallout and Fallout 2, with direct checks completely taking over in later installments, as the randomness that rolls introduce proved to be undesirable in dialogues and quests.

Skills governing the success of gameplay actions with low degree of randomness (like lockpicking) used rolls in classic games, too, but eventually switched to entirely different mechanics (see skill pages for details).

Skill roll

A skill roll (also called "skill challenge") emulates the way skill checks are done in traditional pen-and-paper RPGs.

A random number from 1 to 100 is generated. If it is lower or equal to the skill level, the action is a success. So, for an unmodified check, skill level is effectively a chance of success for a relevant action.

A check can have a modifier that the skill level is adjusted by for the purpose of the check. So a positive modifier makes the action easier while a negative one - harder. Combat skills use automatically calculated modifiers from e.g. the ambient darkness level. Modifiers for checks associated with specific object or logic (like a dialogue option) are set explicitly. Since skills can grow up to 300%, the hardest challenges can have modifiers of as much as -100.

Some skills also limit the success rate by 95% no matter what.

A few skills can also generate critical successes and critical failures. For combat skills, the effect is determined by Critical Hit tables and Critical Failure tables.

另请参见

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