Playing Fallout 76 with self imposed custom rules.
The custom rules that I've set for myself: Remember that your overall carry weight can be restricted by carrying, for example, spoiled food in your backpack (but for tactical and other reasons, follow the restrictions below as well). I am trying to make this more realistic from a survival perspective. Try a "permadeath" mode where you must stop playing the game for that day after you die, for example, for the second time. Meaning, say, 1–3 deaths and then turn the game off. Decide each day what the death limit is. You can use a rule, for instance, where after your first death, if you die within an hour of the previous one, you close the game. If you survive for over an hour, you regain one life (with a limit of, say, two). And especially after your final death, destroy your best weapon, your best piece of armor, your best mine, and your best grenade, and leave your junk bag in the field (meaning, do not retrieve it). OR: Destroy all your grenades and mines, and half of your ammunition. When a lockpick (bobby pin) breaks, you are not allowed to try lockpicking that specific lock anymore, though you can use multiple bobby pins per day. However, carry only 1–3 on you at a time. When the last one breaks, you cannot lockpick anything for, say, an hour, after which you get one available for use. After two hours, you get a second one. Fast travel only from terminals (computers) and train stations. At terminals, roll a die (D10 threshold) to see if you can use it for teleporting; otherwise, "actual hacking" in-game is enough. Roll a D20 to determine how far you can travel on the map. (Partially inspired by DeepSeek, but I modified the numbers: the requirement could scale according to your Intelligence SPECIAL stat: e.g., INT 1–4: D10 threshold of 14 [Note: For a D10, a threshold of 14 is mathematically impossible, so this may require a D20 instead], INT 5–8: 11, INT 9+: 7, etc. This way, your character's ability to learn affects your success.) At train stations, also roll a die to see if the transport is running, and roll again to see how far you can travel. Usually, this must be along the tracks and stations (following the rail line). Some more sophisticated bots (the more dangerous ones etc.) can be used for fast travel, but they must either be "deactivated"/shot or hacked. When going "out", carry only 2 aid items each, the max being 3. "Diluted" variants can be 4 (initially 2). Stims may be 4 (initially 3). This makes scarcity and scavenging more meaningful. During combat, you may only use one Stimpak. After combat, you can use as many as you have with you. If a limb gets crippled, in addition to a Stimpak, you must "use" Med-X, alcohol for disinfecting, a rag, and a splint (meaning, discard a wooden block or a similar item from your inventory). If you do not do this, simulate a broken leg by toggling walk mode on and avoiding sprinting in combat. Simulating a broken arm means you can only use a one-handed weapon without V.A.T.S., and you cannot (are unable to) use Stimpaks or grenades with that hand. After the first death (not the final one), to get your best weapons, grenades and mines back, you'll have to go get the junk bag back. Otherwise destroy the best weapon, grenades, mines, maybe also an armor piece.. Occasionally roll a die for roleplaying purposes (e.g., whether you can enter a room full of gas). Use spoiled food for debuffs based on die rolls and roleplay, and use fresh food and aid items as buffs as well, based on dice rolls. You cannot carry more than 50 shotgun shells and larger ammunition types (or even fewer). You can carry a maximum of 180 medium ammo rounds, and, for example, a maximum of 400 5mm (minigun) rounds. This is assuming you restrict the number of weapons carried to, say, 1–2 of each type (primary, secondary, and melee). A maximum of 3 grenades per grenade type (is this too many?) and a maximum of 2 mines per mine type. Or, if you want realistic and strict rules, 4–6 grenades in total and 2–3 mines in total. Also limit the number of weapons in the backpack. For example, 1–2 primary weapons and 1–2 secondary weapons (pistol, SMG, etc.) plus a melee weapon. Do not take weapons, armor, or ammo from animals. Keep it realistic so take only items that could actually been eaten by the animals. Do not take "contextual/magnetic ammo"—meaning ammo that magically appears in containers and on enemies matching the weapon you are currently using. Do not take the contextual ammo from enemies who did not have a matching weapon for it. Do not carry extra armor pieces, except for what you are wearing and maybe just one extra arm or a leg guard in your backpack. Also if, for example, your "chem slots" are full (3 of each) and you find the same type of aid/chem in the world, you cannot use it. If you need to use one and your backpack is full, use the one already in your backpack, and do not immediately replace it with the new chemical. Don't use the "'R' nearby corpses" -option.

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Playing Fallout 76

Playing Fallout 76 with self imposed custom rules that are visible below this video.

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