Alrighty then. When I make my Judge Dredd character, I'll make it in Fallout 3. I never really used Big Guns or Explosives there.
Thanks!
As a side note 60 explosives is required for a quest and if you don't have 60 explosives you can't get the location's best ending for the NCR. Also explosives skill helps you gain rep in Nellis without having to complete Lucky Old Sun and also lets you disarm traps.
So it's not a total waste.
I put 60 points into it for the quest and I find that explosives are highly ineffective against heavily-armored mobs, because they have no AP ammo. I am fixing this in a mod, giving grenade launchers and missile launchers HEDP and HESH (also called HEP and cratering) warheads as ammo options, so you know.
Against poorly armored mobs, they are amazing. Even if you don't kill them outright against clustered enemies it just makes limb salad out of them, and you can pick off the dismembered and crippled survivors with a shotgun.
Unlike the other main weapon skills you will need a backup weapon, explosives are not your primary arm in all cases, but they make a fine situational backup that can help soften up tough clusters of low- and medium-DT enemies before you close to range. I find they pair well with unarmed. I have a build I love that at late-game is using the paladin toaster zap glove and the unique rocket launcher. I call it shake and bake.