I have found a good pace for XP and usually do fine handing that out, but I have been having difficulties figuring out the appropriate rate at which players should earn money and other equipment rewards. My group is currently Contribution Rank 4 and we have been going for 2 years. Most of them have a superior quality weapon with some mods and armored clothing of some kind. The group's assets also contain a CR 90 Corvette and a few people to crew the ship and a mostly baron base. I am having the CR 90 Corvette crew send them stipends from minor jobs they do so that they can start really setting up the base with everything they need. I am not sure the level of stipends I should give each of them to allow them to build up this base in a timely manner so they can get to the deep cover mission. I am also unsure if the pace I have handed out equipment sounds good, or to slow or to fast. Looking for thoughts of others.
Equipment Pace
In a military game they should be losing equipment. I was in the U.S. Army and you would not believe what soldiers can break, even outside of combat. I remember an NCO once telling me that he had witnessed a joe break a crowbar lol.
Also they are on dangerous missions in crazy locales right? Have they ever suffered equipment being damaged by effects of enemy fire or bad rolls? I love damaging gear (or destroying, or taking it) because it gives them a chance to repair it or try to get more. In EotE games the play is about the almighty Credit, but in AoR I usually play it to be more about the mission. At CR4 they are doing well and I would imagine have some clout with the quartermasters. One time my players were offered a U-Wing but argued for the smaller version of the corvette (forget the actual designation). I had the fleetmaster tell them that he could get them one but they would have to sign for it. They decided the U-wing was fine.
On 2/13/2019 at 2:16 PM, Archlyte said:In a military game they should be losing equipment. I was in the U.S. Army and you would not believe what soldiers can break, even outside of combat. I remember an NCO once telling me that he had witnessed a joe break a crowbar lol.
Also they are on dangerous missions in crazy locales right? Have they ever suffered equipment being damaged by effects of enemy fire or bad rolls? I love damaging gear (or destroying, or taking it) because it gives them a chance to repair it or try to get more. In EotE games the play is about the almighty Credit, but in AoR I usually play it to be more about the mission. At CR4 they are doing well and I would imagine have some clout with the quartermasters. One time my players were offered a U-Wing but argued for the smaller version of the corvette (forget the actual designation). I had the fleetmaster tell them that he could get them one but they would have to sign for it. They decided the U-wing was fine.
I think I did not pose my question very well. I am worried I have given them to much equipment or not enough equipment before I start breaking things. I have been breaking things and letting them fix it throughout the game. Since they are setting this base up, they are the commanders and the quartermasters right now and the only time I give them something beyond the stipends from the rebel fleet proper is when they get a contribution rank up. I am just not sure if I have been giving them to much for their rank, not enough for their rank and what a good level of available equipment to break is, and how much effort I should be forcing them to undergo to fix it. I guess it really is, depends on the story, on that last part, but still I do not want them to be feeling like they can still only do the same things they could do when they were contribution rank 2 while also still having something so much bigger than them that if it shows up they are terrified to engage it. To show that they are big fish in a small pond, but if they get to much attention they will see how small they still are.
52 minutes ago, tunewalker said:I think I did not pose my question very well. I am worried I have given them to much equipment or not enough equipment before I start breaking things. I have been breaking things and letting them fix it throughout the game. Since they are setting this base up, they are the commanders and the quartermasters right now and the only time I give them something beyond the stipends from the rebel fleet proper is when they get a contribution rank up. I am just not sure if I have been giving them to much for their rank, not enough for their rank and what a good level of available equipment to break is, and how much effort I should be forcing them to undergo to fix it. I guess it really is, depends on the story, on that last part, but still I do not want them to be feeling like they can still only do the same things they could do when they were contribution rank 2 while also still having something so much bigger than them that if it shows up they are terrified to engage it. To show that they are big fish in a small pond, but if they get to much attention they will see how small they still are.
Oh I see
Ok yeah I think from what I remember in the book there is not a lot of hard info on that is there? I want to say that one of the splatbooks goes more into the contribution ranks, but I am not sure. The Commanders book maybe?