![]() ![]() Personally I think that there's a mid-game sweet spot that fits well with the system, while giving players enough character customization and toys to keep them happy from the start. Are you trying to start with a fully kitted out awesome ship with upgraded weapons and every gun in the book in your gun locker? Erm.not so much. Is it something that you in your profession should have (like a nice gun for the smuggler, or tools for the slicer)? Then start with it. ![]() But I would hand out a certain number of xp at start to reflect that they're not all total useless and green, and along with that I handwave the equipment stuff as long as it doesn't get silly. Now that's great if you want everyone to be young and totally inexperienced at game start. Keep in mind that while "too slow" can be easily fixed, "too fast" cannot be so easily remedied.Īlso, I've found that starting characters in this game start a bit weak. Too slow or too fast can be a trap, it's best if you find a good balance for your group. You should tailor your XP rewards to the type of campaign that you and your players want to have. People will have a great character concept they want to have, but will need a gazillion XP to realize that picture. XP gain in the game is a bit slow for many people, simply because of the huge amount of things to spend on. I agree that it's easy to inadvertently hamper characters during chargen in this system, as far as a character that invests initially in high characteristics at start will outperform characters that invest initially in skills. However, is killing yourself to get 4 in a Characteristic also kind of a trap if you have a lot of green dice but no yellow? (I know the terms, I'm just being lazy.) Stuff like that.Īlso I've heard the recommended XP makes for really slow progression, so what's people's thoughts on that? whatever.Īlso in case my players are fresh off the boat when it comes to the system, should I guide them to increasing Characteristics over other things as you can't raise that until you hit Dedication in your class tree. Just let them have the class critical tools, armor and weapon of choice, and then let them use 500 credits for medpacs and rations and stuff - and then going into Obligation hock for extra credits if they want. Has anybody tried just saying 'pick what armor and weapon(s) seems appropriate as long as it's not restricted'? Or also, like, slicer tools cost 500 credits by themselves so it seems mean to force a potential slicer character to increase their Obligation just for the 1000 credits (or whatever depending on the number of PCs). Or a bounty hunter with their small ton of equipment. Playing in WEG D6, while there were problems with the system, a smuggler starting with a Heavy Blaster Pistol was never one of them. Has anybody found any house rules they really like? I'm considering running Edge of the Empire, and I really don't like how starting equipment works. ![]()
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