Obviously it can vary from campaign to campaign and even grossly fluctuate within the campaign itself, but still... is there some rough guidance for the PC accumulated wealth per XP bracket?
On a related note - is there a rough guideline for the appropriate bounty hunter reward according to the challenge of the mark.
Wealth and bounty rewards.
No credit to XP bracket, as this isn't intended to be that kind of game really...
The bounty to challenge chart is in No Disintegrations.
8 hours ago, Arlandiel said:Obviously it can vary from campaign to campaign and even grossly fluctuate within the campaign itself, but still... is there some rough guidance for the PC accumulated wealth per XP bracket?
Regarding wealth, I've noticed there is a point at which the PC's are loaded up with all the Superior Quality (+5,000cr) items they want. At another point, they get the ship they want and max it out with weapons, shields, etc... I think that those are two plateaus that can put the GM in a difficult position when there's nothing left to work for. One option could be getting into a business, crime family, etc... where there might be a buy-in amount to achieve.
8 hours ago, Arlandiel said:Obviously it can vary from campaign to campaign and even grossly fluctuate within the campaign itself, but still... is there some rough guidance for the PC accumulated wealth per XP bracket?
On a related note - is there a rough guideline for the appropriate bounty hunter reward according to the challenge of the mark.
The closest you'll get is the guidlines for knight-level play, which starts you out at 150xp and 10k credits worth of gear. I wouldn't assume that scales linearly, though.
5 hours ago, Benjan Meruna said:The closest you'll get is the guidlines for knight-level play, which starts you out at 150xp and 10k credits worth of gear. I wouldn't assume that scales linearly, though.
Jedi bounty hunters... I like that![]()
10 hours ago, Benjan Meruna said:The closest you'll get is the guidlines for knight-level play, which starts you out at 150xp and 10k credits worth of gear. I wouldn't assume that scales linearly, though.
Yes, I was looking for something like this. Obviously there will be a moments when a 500 xp can be down on their ruck and can find themselves having to deal with problems with a pair of brass knuckles and a lone holdout blaster between the four of them, but it should still be a situation where the GM is aware for that being an exception rather than the norm. Playing a combat oriented jedi for example should come with the assumption that you will have a lightsaber for a considerable portion of the campaign. I am playing finishing my outlaw tech specialization at the moment and starting to look for a second specialization, but the two tinkerer talents have been absolutely useless so far, since the only attachment I have been able to get my hands on is a pair of weapon slings (if I find 3 more I guess I can install them all on my blaster carabine and technically put one of my tinkerer talent to some "use"
). There is hardly any use of more hard points if you can't use the one you have. Was thinking about getting in the heavy hired gun specialization, but if I am going to stay with my blaster rifle for the next 200ish xp or so - there is very little use of talents dealing with autofire and cumbersome weapons.
In related note:
Are there any rules for removing attachments from weapons - are there rolls involved?
Are there any rules for crafting attachments?
1 hour ago, Arlandiel said:Are there any rules for removing attachments from weapons - are there rolls involved?
Are there any rules for crafting attachments?
No rules for removing attachments. I'd rule that as they are simply attached they can be as simply removed. Whether a particularly modded attachment can be used with a different item would depend on case and be GM call.
No rules for crafting attachments.
Depending on the attachment it might take a bit of time to remove it. Hot-swapping them mid-combat probably isn't going to be an option.
As to the original question, cash rewards tend to have diminishing returns both from both a mechanical and narrative standpoint, so work on building relationships and considering PC interests beyond money. Don't use them in a yank-your-chain fashion, but there's no better way to get PCs on something than having business turn personal.