Starting Talents and XP

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

During character creation can you buy as many talents as your alloted XP will allow? Meaning, is there a limit to what you can purchase? I've looked and it says there isn't any but that seem weird to me that new PC can spend their entire starting XP on just a Talent Tree.

I could use a little clarification on this.

No reason why you couldn't. Available points aside, you could buy all the way down to dedication if you wanted (depending on the tree and other factors, of course).

Mind you, I think this is a terrible idea - but perfectly cromulent according to the rules.

Edited by Desslok

What the angry penguin said. Nothing stopping you from doing so, other than the limit of your amount of experience points to spend.

The general school of thought though, is to spend as much of your starting XP on characteristics, since this is the only time you can spend XP to boost characteristics. But nothing mechanically stopping you from spending the points however you see fit.

You certainly can, and I agree it's a bad idea. Talents typically modify Skills, or specific Skill checks. Base stats and no Skill ranks means you're modifying stuff you aren't any good at.

Depending on the spec, I can see holding back 20 or even 30 xp in some cases, as there is some with particularly good low hanging fruit, but I'd always still go with 66-75% xp spent on initial stats at least.

During character creation can you buy as many talents as your alloted XP will allow? Meaning, is there a limit to what you can purchase? I've looked and it says there isn't any but that seem weird to me that new PC can spend their entire starting XP on just a Talent Tree.

I could use a little clarification on this.

As others have said, you certainly can, and nothing in the rules is stopping you. In fact, a couple of folks I game with will often spend about half their starting XP on talents.

Now, that said, it's generally not a good idea to spend too much of your starting XP on talents. The book strongly suggests that you spend the lion's share of your starting XP on raising your characteristics, as those will serve you much better than talents or skills in the early going of the campaign. Talents and filling out skill ranks can very easily be done with XP earned from adventures, as the talents in the early rows of a spec can easily be purchased within a few sessions. Same for buying ranks in skills that aren't super-critical to your character's core concept.

Adding more dice to your checks is the easiest way to improve your chances of success, and due to the fact that Characteristics affect multiple Skills its where you get the best bang for your buck. Generally its a good idea to have at least a couple of 3's, and if your concept is for a quite focused character then a single 4 is definitely a good way to be good at that task. Its often quite ok to have a 1 in a Characteristic too, since a couple of ranks in any associated skill will get you out of a fix, and other character will probably be able to cover those areas for you any way.

So in that way you can spend 40xp to raise the species main characteristic up to a 4, plus 30xp on a secondary characteristic and you still have 20-30xp for talents, skills and a Force Power if you are from FaD.

Of course if you want more breadth then 3-4 3's is a great spread, if you bump 2 of the species 2's up to 3 to have 3 3's. Thats 60xp, leaving you with a further 30-40 available for the flavour stuff.

I often recommend really THINKING about what your character is. Are they a young farmboy with lots of future potential? Are they a grizzled veteran out of retirement, with lots of experience, but has slowed down physically?

If you think of a human statistic line of all two's as the average, then that isn't too bad a start. As much as rolling more dice at character creation can be good, there are talents that upgrade your roll, and ones that lower difficulties.

How great do you want to be? If a regular human and a Correllian human both made pilots, spending xp on talents and skills, the Correllian will be a bit better because the extra potential die.

Also, the desire and need to have better stats, is usually a synptom of the GM, and how they run a game. If you as a GM want to throw a whole squad of TIEs at a group then they will make powerful characters to compensate. As a GM, try to reward what you want. Want the players to take more talents, lower the difficulty and add more setback dice, as there are PLENTY of talents that remove them. It all depends on your play style.