Credit balance

By TheFugs, in Star Wars: Age of Rebellion RPG

Hi guys

How do you balance the redit flow.

I have all sort of careers in my campaign. Pilot,hunters, jedi...

Problem is for 10k a hunter can buy 2 big guns and the jedi only a weak version of thelightsaber.

The jedi is going to want to play with his lightsaber rather sooner than later.

How do you balance this out between players with different careers and how much money is decent per xp.

I think it could be 1xp=80credits ? How do you handle it?

My group of *ahem* perfectly legitimate import/export shippers get paid per job. All get a percentage that they agreed to at the start: the captain gets 20%, the first mate 15%, the pilot (before she left), heavy, and mechanic 10% each, and the three latest additions to the crew 5% each; the remainder goes into the group operating fund (for ship repairs, upgrades, dock fees, etc). Only the crew present for the job get paid.

Since there's "offscreen" time between sessions, it's assumed other jobs are contracted in that time. The hand-wavey assumption is that the money earned from these jobs is what takes care of rent, groceries, and other mundane expenses, and isn't included in the credit totals (exceptions made, of course, if players arrange to purchase gear or upgrades between sessions). By contrast, credits spent or earned during a session do count, as does anything else that would reasonably show up on a character sheet.

At the start of this particular campaign, once character creation was done, I used an online random number generator to determine how much money each character had in his or her favor to start. (This could not be used during character creation or any other time prior to the start of the player's first session.) Nice thing about a random number generator is that most allow you to set an upper and lower bound, so they can start in the red or the black, and you can set a limit to still prevent them from buying their way out of everything from the start, but still give an indication that they've been out working in the galaxy for a while.

For the record the basic lightsaber isn't weak at all. Breach 1 is very powerful and means that almost any adversary will suffer at least 7 wounds, unless they have parry. Considering that a minion stormtrooper has only 5 wounds it means one of them dies at each attack, and one more dies with a crit. Therefore i think it's perfectly balanced that it costs 10k credits.

Also following the lightsaber crafting rules it's easy for a player to modify the crystal (at least the first mod should come for free with a good roll) so it's not too difficult to get a lightsaber to the same level as those in the CRB.

So let the jedi find his/her lightsaber and let the rest find something worth 10k credits each or something they want of equal value.

I've run and played in multiple games with Lightsaber users. I cannot recall a single time where one was purchased. Instead, the lightsaber crystal was always acquired through adventures. In the default setting, it's not like there's a wholesale vendor with a dozen types of crystals and hilts.

Hilts themselves;es can be constructed with an equivalent amount of credits.

The credit cost for purchasing a crystal could just as easily be spun as the cost involved in producing a synthetic one.

That said, yes, the basic saber is a pretty good weapon, though the attachment/mod mix is harder to gauge purely by credit value since there are so many styles and options out there.

You surely can do that, but according to the new canon (and explicitly written by FFG) synthetic crystals don't exist. So it's your call if you want them to have them or not.

The cost of a lightsaber is totally wound up in the crystal. To that end, make the crystal an adventure reward (or for that matter the whole saber itself if it's more fitting). So instead of getting X,000 credits he gets the saber or the means to make one.

Power-wise a basic unmodified saber (FaD version) is roughly on par with blaster rifle as far as damage output is concerned. So allowing your Jedi to have a saber about the same time the Hunter gets a big rifle should put them roughly on the same level.

A EotE/AoR saber is somewhat more powerful, but it should also be noted that if you're using only EotE/AoR character options, there's no Lightsaber skill available to the player. So all checks will be Green ability dice only unless affected by an external force (like D-points). This dramatically reduces what a Saber can do, how often it hits, crits, and what qualities can be activated.