Skills like Science and Repair almost feel like they were made for meta gamers who were already familiar with the game and wanted to do something specific.
I could understand Science since its very underwhelming and just not good to tag
But repair? You can fix necropolis's waterpump
Get a suit of power armor
Disable the force Fields in Mariposa,etc...
Its just way too useful to be considered only meta gaming
You're proving my point for me. All of this is useful for the meta gamer. A normal player isn't going to fire up Fallout for the first time ever and level Repair because they know they can get power armor. If they pick Repair they'll muck around for the first 5 or so hours before realizing that it isn't very useful because there's nothing much they can do with it and then they'll regret their choice. None of this is true, it isn'ta useless skill, but it doesn't have as many cases overall where the player can use it and see some immediate returns for their investments. Same thing with Big Guns and Energy Weapons and whatever. Fallout 1 & 2 have a problem where you have clearly early level skills and higher level skills which means that for new players some skill picks will be traps because there aren't enough instances where they are shown to be useful in the early parts of the game. Small Guns, Speech and Lockpick are going to be useful throughout the entire game, making them the essential god choices for your character.
What you mean is sistemic usage vs scripted usage
Some skills are going to get their uses all the way throught the game but not necessarily be that required to solve quests and get desired outcomes out of every situation.
If you think about it for example
How many quests in fallout 1 does require lockpicking? How many instances of you getting locked outnof a situation because you couldnt open something due to low SP?
Very few, while you could do most of the lockpicking in the game by only having a master lockpick kit + eletronic lockpicks and save scumming the living hell out of it
Same with Steal
My point defending repair comes from how often this skill is integrated in the quest design of fallout, having actually quite a lot of uses specially compared to science.
Lets remember that i havent even mentioned every situation in which it gets used in such a small game like fallout and it usually makes for the best solutions for quests, give you a hell of a lot more XP than the other methods and still gives the olayer way easier acess to PA.
I just cant see how it wouldnt worth it by being supposedly situational
Specially when some of the most frequent used skills can become redundant because of save scumming a lot and/or are just not so good (first aid, big guns,etc..)
I dont think you need to meta game hard to realize it since new players will miss out on solutions revolving repair at their first playtrought and the game telegraph it pretty well, making obvious that they only could do certain things with a high repair skill.
Alongside with Lockpicking its by far the most useful Skilldex skill in fo1
And tbh i never got the skill book thing.
As far as im concerned they only increase 1 skill point each and the guides never recommend barter (even tho barter is good) nor gambling
While i do get quite a lot of money by the end of the game, its not nearly enough to justify burning it to raise every skill to a higher level when i just get 1 skill point for each book
Am i missing on something?