Looks like they've revamped and improved the SPECIAL and Perks system. One of the things I thought was Silly about 3 and NV was you could have Intelligence at level 2, but be maxed out 100/100 in Science. That just never made any sense! Now it looks like all perks are categorized under your special, so in order to get some high level perks, your special in that category has to also be high. Makes sense.
So here you can see SPECIAL at the top, and all perks go under each:
"The higher a particular SPECIAL stat is, the more the tree associated with it will unlock. So a strength of 10 will give you a lot of strength-related Perks to pick from. You get 28 SPECIAL points to start out with, if you want to start plotting out your character now."
Bethesda continues:
It was our goal that all the Perks be balanced amongst each other, regardless of if they required a 1 or a 10. The higher the SPECIAL requirement, the more focused or exotic the Perk was for that playstyle. Take for example the Agility 1 Perk Gunslinger (20% more damage with pistols), and the Agility 10 Perk Gun Fu (your 2nd target in V.A.T.S. takes 25% more damage regardless of weapon).
What’s important is that each of these Perks is actually a mini Perk tree*, with multiple ranks that also do new things. Gun Fu above allows even more damage the more targets you select, increasing to instant Critical Shots. Gunslinger has ranks that up the range of pistols, add a chance to disarm enemies, and even instant limb crippling shots.
These additional ranks do require your character to be a higher level. This allows us to make some powerful Perk ranks that reward your investment in a certain SPECIAL as well as that individual Perk. It also allows us to fold Perks we liked from previous games into Perk ranks in this new system. For example, the Fallout 3 perk Paralyzing Palm (paralyze enemies through hand-to-hand), now becomes the Rank 5 Perk for Iron Fist. But you need to have chosen the previous 4 ranks of Iron Fist and be level 46. We also pushed old Perks to do new things at higher ranks. Strong Back doesn’t just up the amount you can carry; higher ranks of it allow you to fast-travel while encumbered or even run while encumbered at the cost of Action Points.
With each SPECIAL having 10 Perks, there are 70 base Perks. With Perk ranks, it increases that number to over 270. That number also includes a top-level Training perk for each SPECIAL, so that you can essentially skip a regular Perk and raise a SPECIAL by 1. This gives you the benefit of the new SPECIAL value, and allows access to higher Perks in future levels.
Not only that, but comics out in the wild will also grant you Perks—and there are 100 in all, waiting to be found:
So here you can see SPECIAL at the top, and all perks go under each:
"The higher a particular SPECIAL stat is, the more the tree associated with it will unlock. So a strength of 10 will give you a lot of strength-related Perks to pick from. You get 28 SPECIAL points to start out with, if you want to start plotting out your character now."
Bethesda continues:
It was our goal that all the Perks be balanced amongst each other, regardless of if they required a 1 or a 10. The higher the SPECIAL requirement, the more focused or exotic the Perk was for that playstyle. Take for example the Agility 1 Perk Gunslinger (20% more damage with pistols), and the Agility 10 Perk Gun Fu (your 2nd target in V.A.T.S. takes 25% more damage regardless of weapon).
What’s important is that each of these Perks is actually a mini Perk tree*, with multiple ranks that also do new things. Gun Fu above allows even more damage the more targets you select, increasing to instant Critical Shots. Gunslinger has ranks that up the range of pistols, add a chance to disarm enemies, and even instant limb crippling shots.
These additional ranks do require your character to be a higher level. This allows us to make some powerful Perk ranks that reward your investment in a certain SPECIAL as well as that individual Perk. It also allows us to fold Perks we liked from previous games into Perk ranks in this new system. For example, the Fallout 3 perk Paralyzing Palm (paralyze enemies through hand-to-hand), now becomes the Rank 5 Perk for Iron Fist. But you need to have chosen the previous 4 ranks of Iron Fist and be level 46. We also pushed old Perks to do new things at higher ranks. Strong Back doesn’t just up the amount you can carry; higher ranks of it allow you to fast-travel while encumbered or even run while encumbered at the cost of Action Points.
With each SPECIAL having 10 Perks, there are 70 base Perks. With Perk ranks, it increases that number to over 270. That number also includes a top-level Training perk for each SPECIAL, so that you can essentially skip a regular Perk and raise a SPECIAL by 1. This gives you the benefit of the new SPECIAL value, and allows access to higher Perks in future levels.
Not only that, but comics out in the wild will also grant you Perks—and there are 100 in all, waiting to be found: