So I was wondering what people thought about several things regarding starting equipment. Are you allowed to buy attachments for your starting equipment if you have the money and if so can you instal mods to those attachments? What do you think about letting people start with restricted items if they have the founds and a backstory that would make sense to allow them to have the restricted item? If people are using family heirlooms like the for example the weapon their father used in the clone wars do you think it would be okay to maybe add little abilities to the weapons like maybe it helps them have courage because of the stories tied to the item and therefor helps them on fear checks or maybe it has an extra hard point or damage because of enhancements made by the items previous owner or maybe the weapon is recognizable and has had a name made for it by its previous owner(s) and can inspire fear in others or gain respect and open social doors for the wielder. These items would not have to just be weapons but could also be armor or items even little things like a small token or a tool set. What do you think about these thing? Do you think they would be okay? I think they could abb some really fun story elements but I really don't want to unbalance the game. I was thinking that maybe players should have to take on extra starting obligation to gain any of these things (the amount depending on how powerful the things they want to get are) but what do you think?
Starting Equipment Bonuses Question.
I think whatever you think will make the game at your table fun is just fine and dandy. Specifically about mods, if they have the cash and want to purchase attachments that's fine. If you are following the RAW for money though it's pretty tough to be able to afford a weapon and attachments.
So I was wondering what people thought about several things regarding starting equipment. Are you allowed to buy attachments for your starting equipment if you have the money and if so can you instal mods to those attachments?
Attachments? Sure. I'd allow mods but I'd make them do the Mechanics roll as per the rules. Maybe I could be convinced to let them pay extra to have some NPC perform the modification for them.
What do you think about letting people start with restricted items if they have the founds and a backstory that would make sense to allow them to have the restricted item?
No, I probably wouldn't and even if I did, it'd have to be one hell of a good backstory from a player that I know extremely well with an established history of above-average roleplaying and everyone else in the group would have to unanimously agree with the decision.
That's me. If it's your game that you're running then that's up to you.
If people are using family heirlooms like the for example the weapon their father used in the clone wars do you think it would be okay to maybe add little abilities to the weapons like maybe it helps them have courage because of the stories tied to the item and therefor helps them on fear checks or maybe it has an extra hard point or damage because of enhancements made by the items previous owner or maybe the weapon is recognizable and has had a name made for it by its previous owner(s) and can inspire fear in others or gain respect and open social doors for the wielder. These items would not have to just be weapons but could also be armor or items even little things like a small token or a tool set.
No. Likely not. No extra mechanical bonuses to items unless I had crafted a story around the reason why the PCs have the items that they do.
Items can have backstories ("This was Grandpa Joe's hydrospanner!") but no extra beneficial effects. That's my stance.
I think they could abb some really fun story elements but I really don't want to unbalance the game. I was thinking that maybe players should have to take on extra starting obligation to gain any of these things (the amount depending on how powerful the things they want to get are) but what do you think?
I happen to like the game as-is but if you're running your game, the rules are flexible enough to let you do what you want. Go nuts. All that matters is that you and your players have fun.
What do you think about letting people start with restricted items if they have the founds and a backstory that would make sense to allow them to have the restricted item?
Unlike Deve, I've actually allowed players to purchase Restricted items within reason. They needed to meet the following criteria:
1) They had to be given the okay by me, the GM.
2) They had to be viable for the character's profession and/or backstory.
That said, some players wanted to purchase doses of spice (for Addictions or bribes) or other drugs that are considered Restricted but make sense. The Doctor of our group, for example, wanted to carry doses of Restricted drugs to determine medicinal benefits or simply as a tool to do his job (like drugging a party member in order to get them to accept medical attention).
If people are using family heirlooms like the for example the weapon their father used in the clone wars do you think it would be okay to maybe add little abilities to the weapons like maybe it helps them have courage because of the stories tied to the item and therefor helps them on fear checks or maybe it has an extra hard point or damage because of enhancements made by the items previous owner or maybe the weapon is recognizable and has had a name made for it by its previous owner(s) and can inspire fear in others or gain respect and open social doors for the wielder. These items would not have to just be weapons but could also be armor or items even little things like a small token or a tool set. What do you think about these thing? Do you think they would be okay? I think they could abb some really fun story elements but I really don't want to unbalance the game. I was thinking that maybe players should have to take on extra starting obligation to gain any of these things (the amount depending on how powerful the things they want to get are) but what do you think?
While this can add some fun story, it does open the doors for sheer abuse.
That said, here's how I'd approach this:
1) Is it a small heirloom that has some plot benefit and no "real" cost? If "yes," get it and we'll talk about what it does.
2) Is it something you want bonuses for? If "yes," either it's limited to VERY narrow situations (like carrying your mother's locket after she died on Alderaan to help resist the fear that could come about by being trapped and alone; give a boost die for having the "right tools") or you will need to purchase it.
3) Is it an item that can break the balance? The answer is a flat out NO.
Granted, in my game sessions, I allow each player to take one item up to a certain credit value that they carry. This is normally something related to their jobs, but sometimes you get the player that turns the item into something sentimental, which opens up a great many doors of roleplaying.
Who the smeg needs bonuses when you have awesome RP potential?
Side note since we're talking about starting equipment: In a Pathfinder game, I granted a PC a masterwork greatsword on character generation (a pretty hefty boost at 1st level) and roleplayed out how it was a gift from the guy's brother-in-law. That PC never gave up that sword and since it was already masterwork quality, it was easily enchanted from that point on instead of replaced with some other dropped loot.
That made it all the more heart-wrenching when that PC then had to kill said brother-in-law-now-turned-vampire with that same sword. That story was months... years in the making. I never give a mechanical benefit at chargen without some bigger plan in the works.
I started my crew out with a little more than 1,000 creds worth of gear- stuff they should already have as being in the universe
Spacer work cloths (Soak 1)
Bag/Backpack
webgear
Knife
Comlink
Medkit
toolkit(as necessary)
Hold out blaster(minimal charge)
Thank you so much for all of your advice.