How much XP and gear does your group have?

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

The game has been out for a while now, so I'm sure some groups have loads of play sessions in.

How much XP and gear has your group accumulated, and how has it affected the game?

My home group is around 100 XP now.

The reason I ask the question is because at first I was pretty worried about quick XP gains and limited the rewards to about 10 per session or so.

Now that I have made a character in an online game, I realize that starting characters are really not very beefy at all. Especially when the Core book says that skill ranks 1 and 2 are basically noobs in a profession, and ranks 3 and 4 are professional.

Just wondering if the game becomes too easy once PC's hit a certain XP level.

Am I overthinking it? Too quick of progression to awesome is something I often worry over in my RPG's.

(On a side note, I'm really looking forward to seeing Lando's stats. This will give a great guide as to what is considered normal for a character of Lando's reputation and skill.)

I've got a group in EotE that is about 300 xp and another with 1160. Both are fun and the game really doesn't seem to change as xp c!ollects.

Edited by Logan Ambrose

Grim shade, you're not off.

My group is about 140 XP the better players are around 170. Two players are combat optimized, the rest are excellent specialists. The ship has one notable upgrade, shields, +3. They are about half way through Beyond the Rim.

I can't speak highly enough about the writers of Beyond the Rim. My players have not done a single thing right, yet the adventure has just rolled with them.

Ummm I'm finding it easy to find ways for characters to excell, while challenging them. The easiest thing in combat is to add adversary dice. Also don't forget that with experience or not, characters have weaknesses.

In my case, two droids and two combat optimized characters are now trapped in a chase in the Sa Nalor with some cyber Nexu. Droids will slow them down in a chase... Should be fun.

Employ enemies that are better skilled as adversaries for the players. Do the same for ships.

As of last night's session, the characters in my group currently have 385 XP and between 3,500-4,500 credits of gear each. They have a Ghtroc 720 light freighter with a few added Attachments and some stowed gear (crash survival kits, tool kits, space suits, etc) that's worth a total of 149,000 credits. There are 7 characters and the group Obligation total is sitting at 80.

HappyDaze... Interesting my crew is about half way behind yours in every respect. 60 obligation or so. However if my players play their cards right at the Sa Nalor, they will kill most of their obligation, and or gain a huge amount of gear. They may earn some more obligation from Yiyar, and imperial interest.

I already have the imperial negotiation speech planned out. "Friends listen to me! These would be saviours of yours are wanted criminals and murderers!" Shows a holo projection which cycles through the characters faces, "I don't think you can trust them. As for the crew of the Sa Nalor, the empire is uninterested in your assumed transgressions. It is only concerned with your safety and well being. We are prepared to transport you to the nearest civilized planet of your choice. And did I mention all imperial transports have hot showers?"

My group is at 605 XP for most characters, with Humans sitting at 615, droids sitting at 680, and 90 xp races sitting at 595. I allow different players to get ahead of one another for a few sessions at a time, then I have everyone tally up their XP and even things out. I don't want the "better" players to be exponentially more powerful than their counterparts, but I do want to reward clever roleplaying, so this works out well for my group.

As for gear, that varies WILDLY. For one thing most the group's funds go toward either running the mining colony on Gavos or taking care of Obligations/Motivations (a lot of players send money to their families/clans). For another, only one player of 8 is totally combat-focused. In the end, only the party's Gadgeteer/Assassin/Mercenary Soldier/Big Game Hunter has a ton of gear that weighs in at whopping 20,000 credits or so (much less due to the presence of a Trader in the group, but I digress) that the entire party pitched in on. The rest of the group travels with around 1000 - 2000 credits worth of gear, if that.

That said, the group has a TON of vehicles that they frequently steal from the enemies. All of them are used and thus in constant need of repair (see "Beyond the Rim" page 24), but altogether they have two speeder bikes, a speeder "truck", a standard airspeeder, a former assassin droid's modified airspeeder, two Z95 Headhunters, and an AT-PT.

As for Obligation, the group is currently sitting at about 75, which is quite impressive given the group's size. They're currently working on lowering it so they can take on new Obligations tied to their own personal projects.

It sounds like nobody is really seeing a negative effect of too-skilled characters, which is great in terms of game design.

Jonah, you make a good point that the more equipment the group gathers, the more upkeep it costs.

I've seen situations similar to your groups where the team pitches in to get the combat character some great gear. (Which is honestly pretty rewarding to see, as far as group cohesiveness goes.)

Gear obtained from fallen enemies (or stolen from them) counts for far more of my groups obtained gear than stuff they have purchased with credits.

Only 50 so far. I figured the 25 per session (4 hours) might proof to be too much but it seems to fit pretty wel.

I started mine dirt broke and escaping from a Corporate Sector Authority labor facility. They've got an old Nu class and whatever was on that and a couple pistols. I gave them 35xp. We can't meet on a weekly basis with regularity so to me that lets them see progress without burning through in my opinion.

As of last night's session, the characters in my group currently have 385 XP and between 3,500-4,500 credits of gear each. They have a Ghtroc 720 light freighter with a few added Attachments and some stowed gear (crash survival kits, tool kits, space suits, etc) that's worth a total of 149,000 credits. There are 7 characters and the group Obligation total is sitting at 80.

I forgot to clarify that the 385 XP is 'earned XP' that is in addition to whatever Starting XP a character has from species selection.

Gear obtained from fallen enemies (or stolen from them) counts for far more of my groups obtained gear than stuff they have purchased with credits.

My group ends up selling most of what they loot. They usually pull in 50-75% value thanks to the Explorer (Fringer, Trader) in the group, but sometimes the sales go bad (or even really bad...).

The characters don't really have the room in their ship (originally and currently a Ghtroc 720, but they used a YT-2400 for awhile while saving to get their Ghtroc back at an impound auction) for much in the way of vehicles, but they have looted (and sold) a swoop.

Edited by HappyDaze

The 100 XP I mentioned in the OP was also earned XP.

It sounds like nobody is really seeing a negative effect of too-skilled characters, which is great in terms of game design.

The other situation to keep an eye on is ship combat. The number of crew on the ship dramatically affects the battle because of the sheer number of actions. A co-pilot can easily make a chase harder on the opposition, etc.

I just ran the session tonight. The players accidentally dropped both droids down an elevator shaft into water, and were forced to face a souped up cyber Nexu. They put it down quickly, but sustained severe injuries. (Marauder... Maimed sword arm.) Eventually they found a rope to climb down out of the hull. Marauder fell, giving him a one ticket to the bacta tank. "Can't we give him a stim pack?" "Sure, if it makes you feel better, but it won't help him."

And outside... 1 imperial squad. Oddly the bounty hunter put them all down in 2 rounds with auto fire and crits.

My players can easily outperform the adventure as written. I find EOTE easy to adapt to make the game fun. When the players are desperate to get back to their ship, I know I did a good job as Game Emperor. I didn't feel a big need to dig deep into the **** Side.

It sounds like nobody is really seeing a negative effect of too-skilled characters, which is great in terms of game design.

Its still a problem, but you have many mechanisms at your disposal to deal with it.

The other situation to keep an eye on is ship combat. The number of crew on the ship dramatically affects the battle because of the sheer number of actions. A co-pilot can easily make a chase harder on the opposition, etc.

I just ran the session tonight. The players accidentally dropped both droids down an elevator shaft into water, and were forced to face a souped up cyber Nexu. They put it down quickly, but sustained severe injuries. (Marauder... Maimed sword arm.) Eventually they found a rope to climb down out of the hull. Marauder fell, giving him a one ticket to the bacta tank. "Can't we give him a stim pack?" "Sure, if it makes you feel better, but it won't help him."

And outside... 1 imperial squad. Oddly the bounty hunter put them all down in 2 rounds with auto fire and crits.

My players can easily outperform the adventure as written. I find EOTE easy to adapt to make the game fun. When the players are desperate to get back to their ship, I know I did a good job as Game Emperor. I didn't feel a big need to dig deep into the **** Side.

I'm in the midst of adapting Beyond the Rim for a 600+ xp party. Considering the adventure is written for starting characters it needs to be done, but it's not like converting a 1st level d20 dungeon to a 10th level d20 dungeon or anything like that. A few skill ranks here and there plus maybe a talent or two is really all it takes.

Edited by JonahHex

High-level play doesn't seem to be a real issue for us. 'Beyond the Rim' was still challenging even for experienced characters. My group leans towards talents rather than maxing skills, so maybe that helps. They are very versatile, but only two PCs have skills of 5 (in Mechanics and Survival, nothing too powerful).

Our house rules probably help - no Restricted items, no armour for civilians, no out of career specialisations (so we don't have the level-dip D&D3 issue). I can see how it would be possible to create twinked-out characters with level dips and disruptor weapons, but we've really tried to avoid that and keep to the feel and themes of the original movies. If a pistol was good enough for Mr Solo, it's good enough for us.

Our FSEx has filled most of the Move tree, which can be very powerful, but at Brawn 2 and no armour, Jo can still be one-shotted by a poxy stormtrooper with a lucky shot.

The emphasis is on keeping our heads down, being careful and not attracting undue attention, rather than being combat monsters. It's working fine so far.

Edited by Maelora

260 XP so far

We have went with a real gritty and starved economy and have not upgraded much in the way of gear. We earned a trench coat (armored clothing until there are actual rules), acquired a repulsor lift truck and 5 speeders (all junk) and one notable weapon upgrade (HBR). We just found a ship, but it needs dug out of the sand (was buried and used as a house) and fixed up before it will even start. No weapon systems, hyperdrive or sensor array on it either.

We do odd jobs right now on a recently terraformed planet, but I think our luck is about to change. :D

Our characters, between "missions", have picked up jobs to earn us about 100 Cr. between sessions. The Mechanic is currently helping build a factory. My bounty hunter is a bouncer at a bar and so on.

We really like scraping by for everything, Every little thing we get is like gold and when we become bad ass and famous it will mean so much. For us at least.

My only active game its hard to calculate. I haven't realized the full conversion yet because I need more Force/Jedi stuff, but an appreciation or guide will be thank :D After 15 years, I think that finally a system will fit with our story.

My main player was a RCR Lv 15 Jedi Master and a Saga Lv 17 Jedi Master.

I know almost perfectly what skills and ranks he have but I hava problems with Talent trees and similar.

Full Ace and Scholar, probably 3/4 Leader and Soldier, 1/4 Mechanic. Full Force and Jedi. I used Oggy's generator (thanks Oggy :D) and it says about 3.500 or more XP (I still need to calculate a few things).

About credits, well, direct access to no more than 80.000 but achieve an infamous wealth XD.

Its a solo game so he is the entire group. A really important NPC with a close XP amount always goes with him.

My group has had four adventures, and have around 50 experience a piece earned from it. Now that I have gotten my hands on Beyond the Rim, I might award more, or if the adventures take the same time as our usual session lengths, I might keep going in my original direction.

I am about to start my group in February and in preparation we have had a character creation session. Their combined obligation came to 95. I am going to have so much fun (after 20 years this GM is going to finally get some..... payback that is)

We're at about 70xp earned and about 3k worth of gear a piece, I'm not including our ship in that equation.

Edited by CrunchyDemon

Varies from week to week, to be honest.