Okay, I missed this when the thread was live and kicking but I just had to comment anyway. . . .
Let me tell you guys a little story about why it is important to keep credits low.
I had run a real good campaign with super skinflint bosses that kept my players perpetually broke. We were nearing the end of the campaign, and they were off the main world where most of the story was happening, dosing a little side adventure before the big finale I had planned.
They wandered into a casino to get some information, and through a series of increasingly bizarre die rolls, turned it into a heist. And I had made the mistake of saying the Casino boss was overseeing the unloading of some credits.
They murdered that Hutt, and stole all the credits. And, because I was excessively tired that night, I told them it would be enough to buy themselves a a large freighter or something.
I had not looked at how much a large freighter actually cost.
After dealing with the fallout of the heist (involving 2 more crime bosses in a power struggle) and now drunk with money and power, they flew their crap ship to a large trade hub, and preceded to roll excellently on checks to find any **** thing in any **** book they wanted, and upgraded all their weapons obscenely well. When they got back to the main world for the final battle, the wasted the Imperial Inquisitor in less than a round. And then did it again after I brought her back for round two.
Dude, they just murdered a Hutt. MURDERED a HUTT.
M.U.R.D.E.R.E.D.
H.U.T.T.
There is no amount of money in the galaxy that will shield them from the divine shitstorm that would descend upon them from the heavens after that. Their lives would be plagued with a constant, righteous infliction of retribution manifested by appropriate agents.
Hell, without a huge bankroll, the odds of them surviving to see three more sunrises are non-existent.
Edited by Desslok