Starting credits?

By kintaro3, in Star Wars: Edge of the Empire RPG

Hey all, and FFG,

LOVING the game system! Started with the beginner and moved into the Beta. As we did, we can only find one reference to starting credits in the character creation section, and that's in the extra obligation table. I'm guessing I just missed it, but can someone direct me to the page that states what it is? And can the amount for starting in that chart be a typo? It seems that the amount you gain as a bonus for taking on extra obligation is way out of whack with what you start with.

Thanks everyone!

Kintaro1 said:

Hey all, and FFG,

LOVING the game system! Started with the beginner and moved into the Beta. As we did, we can only find one reference to starting credits in the character creation section, and that's in the extra obligation table. I'm guessing I just missed it, but can someone direct me to the page that states what it is? And can the amount for starting in that chart be a typo? It seems that the amount you gain as a bonus for taking on extra obligation is way out of whack with what you start with.

Thanks everyone!

You start with "jack", and then you add you add "crap"

Starting characters start with 500 credits.

This was addressed in the Beta Notes, pg 3 under "Step 9: Finishing touches (pg 67)"

-WJL

Thanks…sort of helped, I guess.

Sorry. The limited starting credits drove ppl up the wall when the beta notes were posted, and I got tired of the complaining.

Or was it not helpful because the citation was unclear?

Anyway, it's appropriate to be 500 credits base, +1000 credits (1500 total) for 5 obligation, and +2500 (3000 total) for 10 obligation. Since obligation is substantial, they want you to get plenty of bang for your buck (or obligation).

-WJL

Lol!

No man you just came off kind of odd there. No big deal, and thanks for clarifying!

I had a look at the doco And it's very clear!

Thanks!

When i ran this I allowed the players some starting equipment as inspired by another thread.

Still don't see a problem with using the original star wars rpg for ideas as those characters had starting equipment based on their profession as well as a variation of the 500 credits to start off with.

Seemed a little silly to have a bountyhunter with no armour or weapons because they couldn't take extra obligation if there's too many players doing the same thing. reir

I believe they explained being able to start off with a lightsaber in exchange for extra obligation but i suspect it will be the wrong obigation given carrying a lightsaber means problems of the Imperial kind which make no sense if your obligation is nothing to do with that! enfadado

Remember having more than 100 obligation means they can't gain experience or at least use it until they reduce their obligation so some leeway must become involved to avoid that pitfall!

Looking forward to the trio of releases next month… well i hope its next month!

A common houserule, if you feel that 500 credits is too little, is to simply double that amount to 1000 credits. This provides enough starting money for a blaster and things like a medpac or tool kit, or a bigger gun (heavy blaster pistol or blaster carbine) to those characters who'd benefit from something like that, and still have a bit of money left over for heavy clothing, a comlink, and either an extra reload or a stimpack.

While Jay and Sam may very well intend for players to have to take on extra Obligation to get more than just a blaster and a couple odds&ends, not every GM likes the idea of it being forced upon their players. And some players would rather take the extra Obligation to get some extra XP than feel they were being "forced" to take that Obligation for extra cash, particularly if they came over from the WotC d20 games which started most PCs with roughly 2K credits to buy their starting gear (only Soldiers really needed the extra funding if they wanted good armor and a rifle).

One other suggestion that came up during the early days of the Beta testing, before the starting credits was clarified, was to take a page from the old WEG system and simply assign characters the type of equipment that would make sense for them. A bounty hunter would have a blaster carbine, a padded vest, a grenade or two, a comlink, an extra reload, and a couple of stimpacks, while an outlaw tech might have a heavy blaster pistol, a datapad, and a tool kit. A smuggler would probably have a heavy blaster pistol, a comlink, a datapad, and heavy clothing, and a diplomat might have a light blaster pistol, some heavy clothing that's probably of better quality than the norm, and a decent stockpile of credits. While this approach is fairly free-form, it does have the problem of leading to an imbalance in starting equipment for some characters, as some PCs might have a greater amount of material wealth.

I am with Donovan. You think 500 credits is not enough? you don't want you PCs to use obligations to have more credits? Simply, double, triple or multiply by ten the amount of credits PCs start with and /or those they gain by acquiring obligations. Modify the rules of the game so they suit you and yor party!

In my particular case, I like the rules for starting credits as they are because I like the idea of my players being fringers oppressed by the interplanetary mafias or smaller criminal groups. I like this idea, but this is probably because I come from the Warhammer world, which is a very oppressing world for the PCs where life is very hard. If you prefer your PCs to start with more freedom and better equipped, don't worry, go fot it.

Cheers,

Yepes

Could always award them more money for personal gear but make them work for, obtain/aquire or pay off a ship. Or the ship they have is less than ideal and needs work/repairs that are going to cost alot.