Entrepreneur's Master Merchant discount

By GranSolo, in Star Wars: Edge of the Empire RPG

I finally got my copy of Far Horizons, and when looking over the new specs, I noticed that the Entrepreneur can reach Master Merchant for only 80XP.

That means its possible to create a starting character with that talent. Would you them to use Master Merchant's discount on character generation? I am leaning towards yes. I would even allow the discount to apply to the group's ship (So they can purchase a Space Master or a Lambda shuttle.)

Pretty nifty!

If they want to I would. I would make certain they knew they were hamstringing their character though.

If you take as much Obligation as possible and get both +1000 credits and +2500 credits, you will start with 4000. Taking 25% off the price nets you an extra 1333 credits. I would rather boost a species' dump characteristic to 2 and get two more characteristics to 3 than worry about 1333 credits.

If you take as much Obligation as possible and get both +1000 credits and +2500 credits, you will start with 4000. Taking 25% off the price nets you an extra 1333 credits. I would rather boost a species' dump characteristic to 2 and get two more characteristics to 3 than worry about 1333 credits.

I would not allow it. The fact that the talent requires suffering strain to activate implies that it is something that should occur during game play. If you allow it to apply to the credits gained at creation, could you also apply it to any additional obligation taken, reducing it by 1 point? I say no to that as well.

However, if you want your PCs to have a better ship, more money during character creation, etc. that's your choice as a GM, but I would not allow the use of Master Merchant during character creation.

Also, I agree with Thallios in that it is a poor way to start off a character to get a few extra credits.

If you take as much Obligation as possible and get both +1000 credits and +2500 credits, you will start with 4000...

I've always interpreted the limitation that "each player can only choose each option once" to mean that they can have +5 XP or +10 XP and +1000 credits or +2500 credits. Sorry if I just hijacked the topic with a tangent.

Since optional obligation cannot exceed the base obligation while providing a benefit, in order to get +5 XP, +10 XP, +1000 credits -and- +2500 credits, the starting obligation would need to be 30 and their final obligation would be 60. Basically it means that they're playing solo and the might actually need all that stuff.

As to the topic at hand, since there's a strain cost associated with the usage of the ability, I wouldn't allow it to be used for items acquired during character creation. As a GM I'd assume characters get their equipment through their backstory and obligation without expending any character resources (e.g. strain). This is the same reason I wouldn't allow anything other than passive abilities to impact anything done during 'down time' between sessions. Active abilities, to my mind, can only be utilized during an actual session since they require expenditures of resources or are referenced as explicitly linked to sessions themselves.

While I understand your reasoning, I don't think forcing them to perform all these microtransactions during game sessions is my style.

I want that time used for cinematic action, not bookkeeping.

That being said, there is no such thing as 'down time' between sessions if I can help it. Whatever caused them to invest resources happens immediately before we start the clock (and the yellow scroll.) If they spend strain, they will start the session strained. Same with destiny points. I like to think of it as starting "in medias res".

This is just idle armchair character creation btw, since I'm the GM, but if a player were to create a character like this, I would definitely allow them to equip the other characters before the session starts - I would even allow him to pocket the difference.

My reasoning: The amount of money my group gets in total is exactly the amount I, the GM, want them to get. If a player wants to create a character who controls more money than the other characters and spends the majority of his XP towards this goal, it should be worth it.

I Wouldn't. They Bed A Ship From Obligation For Free. Its Big Worth HamstringIng A Character And Harming The Group For Something They Get For Free.

If you take as much Obligation as possible and get both +1000 credits and +2500 credits, you will start with 4000. Taking 25% off the price nets you an extra 1333 credits. I would rather boost a species' dump characteristic to 2 and get two more characteristics to 3 than worry about 1333 credits.

Considering that the first three Sound Investments talents are stupid easy to buy - and suddenly you'll be having 300 bucks per SESSION coming in - I would never hamstring my character like that. 30 points and you'll be swimming in money and that thousand bucks will seem like chump change.

I Wouldn't. They Bed A Ship From Obligation For Free. Its Big Worth HamstringIng A Character And Harming The Group For Something They Get For Free.

How would it harm the group if all you do is pocket the difference?

90XP Character Dumps 80 Into This Tree. That's 10 XP Left. No Skills, Crap Stats. Little Gear.But Have A ShuttleYou Can't fly! I Can Hear The Pilot Now "Well, We Have A Ship That Cost 120000 Credits, An Entrepreneur Who Can't Sell Water To A Man Dying Of Thirst, But Screw That Noise! EVERYONE, TO THE SHUTTLE!" I'd Rather Have A Ship And Someone Who Can Bring Something To The Table Than A Shuttle When I Already Have A Ship.

Like I Said, I Wouldn't Allow It You Asked Our Opinions, And That's Mine.

Edited by miishelle