So, strange as this might be to ask, how quickly, typically, do characters in this line get money? I thought of asking in AoR, where you might be part of the Rebellion, or the Empire, and get forwards, and supplied equipment, which might alleviate the need, somewhat, but here is better, as you DON'T have the infrastructure. In D&D, you might be willing to murderhobo your way through groups, looting all of their gold, their decent gear, and whatever goods/loot the area has, and then sell it at the bazaar, but how about here? I don't expect you will murder stormtroopers by the droves, and then proceed to loot all of their rifles, clips, and armor pieces, even if you could carry it all, before selling the ones you don't want to some black market contact, while high-end items, priceless relics, and physical money don't sit around, in bulk, like a fantasy dungeon, but you do need money, whether you want to upgrade/replace your sidearm, buy that important mod for it, or purchase some other illegal good (stormtrooper armor, maybe, or some lightsaber upgrade). How, and how often, do you arrange for your party to find credits that they can use? Even impressive bounties might only net you $25,000-$50,000 credits, and while that's a lot, it's infrequent, with upgrades costing maybe $1,000-$3,000. Many "heroes" in SW don't hold day-to-day, paying employment, either, and we all know most of these aren't super-lucrative. With expenses, maybe buying another ship, and any of many other things, how do they stay in the black, and still able to fund their endeavors to topple the Empire, or rekindle the Jedi Order? Thanks much, and if the books says something on it, sorry I missed it.
Edited by venkelosMaking the Big Bucks
In our F&D campaigns, getting creds has been a struggle. It is off-set some by those Nemesis encounters when you might end up with a Lightsaber and/or nice armor-set, but just as often we've had those end in escape by the enemy for continued antagonist plot stuff.
That said, it's of course dependent on your GM/the kind of campaign they're running.
If it's just: "Force Users on the run", maybe trying to strike at the Empire for some wrongs, or helping the Rebels where we can, then yea it can be hard to work in regular creds. We've mostly seen it come as windfalls; "We've been struggling for six sessions now to help install this Rebel-friendly politician/get to the head of this crime syndicate who turned us into the Empire/whatever non-contracted job, now we did it and they had a 20K cred stash that's now ours."
The campaign that I run, the group has fled/survived the Purge, the Mentor is a Jedi, and the Jedi were very well-financed, so the Mentor has a good reserve of creds and other valuables even though the Order as a whole is 66ed. And she just trickles it out to the PCs conmensurate to their need to accomplish the next goal/for balanced equipment progression, basically.
In a recent pbp game I played in, my Sage had more money than he knew what to do with. Though that might be mostly because I tend to play very "gear lite" characters, no matter what the game line is. He was very low maintenance when it came to gear, and after getting his cut on the various jobs the other members of the group were doing, he had like 2000+ credits, just...sitting there. I was genuinely trying to find things to spend that money on, and eventually settled on him starting up a trading company as a humanitarian organization, just to actually spend the creds. I'm sure I could've found some gear to buy for him, but honestly, I was fine with just using his skills and force powers.
So for me, playing a fairly monastic character, credits simply weren't an issue, because he had very few things he needed to spend them on.