I have no idea how much a Job should Pay! And how much for Space-Beer?

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

* I posted this thread on the "gam masters" section too, but haven`t had much luck or respnse there. So if this is against the rules, that one can be deleted.



Looking throgh the Core Rulebook, both the Gear and Equipment chapter and the Gamemaster Chapter, I can`t find anything on what a job is likely to pay..


I don`t know how much is expected for smuggling these wares or fixing this ship or killing that guy..



Trading rules looks straight forward and simple enough, with the base of 1/4 and modifications from sector and the dice.


But I have to say that if you sell a blaster for more than it is worth in the book, then buy a blaster at the same place a little later, it won`t cost what is listed in the book, like in the example..



I have no idea how much a character should have to pay for common goods either, like a space-meal or a space-beer in a canteena..



- "If you want a deathstick from that blue guy in the corner, fine, that`ll be 5 cred."


- "Nah, my wookie doesn`t do drugs. She`ll just go and have a space-beer, how much is that?"


- "..."



I like roleplaying these kinds of mood setting scenes, so I don`t want to tell the players how much their characters spend in an evening and leave it at that.


I could probably just make something up, and will if I have to, but it would be nice to have a foundation or something to base it on.



Is there anything in the Corebook I have missed?


Both Dangerous Covenants and Far Horizons give a table with some guidelines for pay. I don't recall if Fly Casual has guidelines for making oney from smuggling runs or not.

I usually don’t have the costs of living be a part of the game. If the character has a beer then he has a beer. If they need to fill up their freighter with gas then that too is taken care of. I almost always figure that the money on their sheet is money that can be spend freely and without harming the future of the group...

I usually don’t have the costs of living be a part of the game. If the character has a beer then he has a beer. If they need to fill up their freighter with gas then that too is taken care of. I almost always figure that the money on their sheet is money that can be spend freely and without harming the future of the group...

Same here. There is nothing appealing to me about adding D&D-style bean-counting over glasses of beer and (most) day-to-day costs to this game.

This would be different if the PCs were going to like...a top-tier restaurant or something. But going to a local noodle shop, I don't want to deal with it and frankly the amount of money players typically carry just cannot handle this degree of granularity. They would be totally broke constantly.

Also I don't know that I would handle starship fuel and repair the same way. The clear way to balance is just to increase their reward and then charge them for reasonable operating costs at intervals, and if they don't pay to fix up their ship after a fight...well, you're hardly blamed when they get their asses kicked and captured.

Edited by Kshatriya

I usually don’t have the costs of living be a part of the game. If the character has a beer then he has a beer. If they need to fill up their freighter with gas then that too is taken care of. I almost always figure that the money on their sheet is money that can be spend freely and without harming the future of the group...

Same here. There is nothing appealing to me about adding D&D-style bean-counting over glasses of beer and (most) day-to-day costs to this game.

This would be different if the PCs were going to like...a top-tier restaurant or something. But going to a local noodle shop, I don't want to deal with it and frankly the amount of money players typically carry just cannot handle this degree of granularity. They would be totally broke constantly.

Also I don't know that I would handle starship fuel and repair the same way. The clear way to balance is just to increase their reward and then charge them for reasonable operating costs at intervals, and if they don't pay to fix up their ship after a fight...well, you're hardly blamed when they get their asses kicked and captured.

I agree with this philosophy and use money and wealth as more abstract parts of the game when I run games in other systems. But credits seem like such a tangible thing in EotE, with all the equipment, weapons, ships and gear in general.

You get a character gen budget in adition to 1d% pocket money when you start, you can have dept as obligation and credits and wealth are huge motivators for the characters and within the theme of the game.

- Hold on to your credits if you want to survive. They run out fast, so you are always looking for another new seedy job!... That is the impression I get of the game at least.

But I am all for saying, "you give the bartender some loose pocket money, and he gives you a green space-beer. Enjoy"..

Edited by RodianClone

Like Whafrog, I usually run those costs at 1/3 todays prices because since Star Wars was made quite awhile ago and you have to adjust due to inflation since the costs of everything has primarily stayed the same back from WEG to now.

And one quick note,if you want to have a more comprehensive list of alcoholic drinks (i.e. space-beer) use Wookieepedia as a reference. They practically have a full list of every drink that has been mentioned in any book/movie/tv show and when using those terms it makes everything sound much more Star Wars-eque(ex: I'll have some lum, she'll have a Corellian ale...oh and a Sarlacc kicker for my friend here.)

http://starwars.wikia.com/wiki/Category:Alcoholic_beverages

Edited by Ender07

Like Whafrog, I usually run those costs at 1/3 todays prices .....

todays prices? What does that mean? Are you talking about american dollars today compared to galactic credits "back then"? Because that doesn`t make any sense to me, even if I knew anything about galactic credits or american prizes.

Or is there a reference or something I`m not getting?

Thanks for the link.

I feel like if you roll d% for carrying cash, food costs have to be incredibly low or you're practically always starving.

There's poor (as in "we have a starship but little liquid wealth") and then there's impoverished. The former can be fun to play. The latter...well, don't be surprised if players turn to murder-hobos, because desperation can lead to moral degeneration right quick.

Like Whafrog, I usually run those costs at 1/3 todays prices .....

todays prices? What does that mean? Are you talking about american dollars today compared to galactic credits "back then"? Because that doesn`t make any sense to me, even if I knew anything about galactic credits or american prizes.

Or is there a reference or something I`m not getting?

Thanks for the link.

In essence think of the galactic credit as the US dollar....today in 2015, $3 buys a coffee...however in the 80's $1 would buy the same exact thing, just for less money.

My rule of thumb is that needs are paid for. If the PC's require a hotel room, then they can be assumed to have paid for it before hand with money from side jobs or such.

Also, as for how much a job pays--I would say maximum 10,000 credits for the group, based on the GM Kit adventure (it's an optimal result). However, as the book says, it's best to use actual rewards over cash, such as weapons, droids, supplies, etc. This is preferable because it lets you increase the base-price of their reward, while decreasing any open-ended credit flow (a droid bought for 10,000 credits a few years ago may be worth less than half that now!).

500-1000k creds a job is what I normally do. But I have only done 2 games. They took massive damage on their ship so it cost them a lot for repairs. So they don't have much now but that's the idea-- keep them hungry for creds so a job may pay low regardless of negotiations.

Space beer? 5 creds...I'd just assume to make the prices about even to where you live...so USD a beer at a bar may average 5 bucks. Expensive cocktail probably 10. Don't forget tip :P

Riskier jobs may pay more. Escort a ship through pirate space? Well you can bank on ship to ship combat and that's about 500 creds a hull damage. So you can start averaging how much damage they may take during your prepared mission. Only a few pirates than not to much damage so not to much creds...cover their repair cost but not by much. So if you think they may spend 2k for 4 points of hull damage...give them 3k for the job to split between your group than maybe a bit extra for overhead such as the actual reward may be. So maybe 4k to split--- of course they don't know where this number came from....they may use negotiation to raise the price but I wouldn't go much higher than 4.5k. MAYBE after said mission if the damage was extensive due to lucky bad guy rolls maybe they can try more charm or coerce or negotiation checks at the end to ask for more due to the extra danger they encountered OR The NPCs could be thankful for the extra work and pay a bit more.

I usually don’t have the costs of living be a part of the game. If the character has a beer then he has a beer. If they need to fill up their freighter with gas then that too is taken care of. I almost always figure that the money on their sheet is money that can be spend freely and without harming the future of the group...

This.

My group always plays with the assumptions that the money we make is after all other living expenses, such as gassing up the ship and our bellies. So, if the GM awarded us 5k for doing a job, in reality we actually make closer to 10k but the top 5k was taken off for basic supplies and living expenses so we never talk about it because our characters never get to see it or spend it on anything fun. We just don't worry about the small stuff and just work with the money we make as our actual profit. Anything out of the ordinary we would pay for though, such as sweet talking a contact and buying them drinks. At that point the GM just throws out a number and calls it good. In those instances, I'd recommend using prices from what you know in your life. How much do you normally pay for a drink or food? Just charge your players that much. If it's fancy food or drink then just triple or quadruple the cost.

Like Whafrog, I usually run those costs at 1/3 todays prices .....

todays prices? What does that mean? Are you talking about american dollars today compared to galactic credits "back then"? Because that doesn`t make any sense to me, even if I knew anything about galactic credits or american prizes.

Or is there a reference or something I`m not getting?

Thanks for the link.

In essence think of the galactic credit as the US dollar....today in 2015, $3 buys a coffee...however in the 80's $1 would buy the same exact thing, just for less money.

Which would work great if you were just using WEG and similar - However a lot of the prices in FFG's system, as well as the books that have been coming out more recently have continued to use a ~1:1 ratio without regard to inflation. (meaning a credit just doesn't buy what it used to) This is one of the reasons prices can be so wacky on Wookipedia. You'll have a source from the early 80's where a guy buys a 3 credit large diner hamburger, than a source from the 00's where a guy buys a 4 credit coffee.

What is and is not covered by 'standard of living' and if you should be charging your players one has been a hard point with this system since the beginning. There isn't enough granularity about costs of living to really do credit-to-credit accounting, so it can't really be run that way. In our game we assume incidentals, maintenance and NPC salaries are covered from the marginal profits of between-game-missions. (regular freighting)