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[Theory Crafting] Increasing the starting credits: what changes?


Advice

RPG Superstar 2009 Top 32

Since I will be GMing this, what is the effect of increasing starting credits? Say to 1,500? Or even 2,000?


I dunno. I suggest experimenting. Please share your results!

RPG Superstar 2009 Top 32

Goddity wrote:
I dunno. I suggest experimenting. Please share your results!

True. Given the level limits on starting gear, it might not be as helpful as it might seem.


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I'd suggest that it doesn't matter all that much so long as no one starts with better than item level 1 gear.


1 person marked this as a favorite.

Realistically, it depends on a given character and what they're trying to do. Someone with a low carrying capacity might just bank it. On the other hand, the party could be nudged into getting more consumables and extras, like augmentations. This would almost certainly make their first adventure or two a bit easier.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

Considering the wealth by level of a level 2 is 2000 credits, why not let them start as level 2 then, as you are giving them the starting credits of a level 2.


Yes, it depends if you allow the extra credits to be used to buy level +2 or better gear. If you do the pcs will be significantly more powerful so the challenge ratings will be off. They would also have less incentive to loot bodies for gear.

RPG Superstar 2009 Top 32

Fardragon wrote:
Yes, it depends if you allow the extra credits to be used to buy level +2 or better gear. If you do the pcs will be significantly more powerful so the challenge ratings will be off.

Which is my concern. :(

Fardragon wrote:
They would also have less incentive to loot bodies for gear.

That would be a good thing. The game already discourages this by only giving a 10% return on loot.


So, why exactly are you contemplating this cause of action?

RPG Superstar 2009 Top 32

Fardragon wrote:
So, why exactly are you contemplating this cause of action?

Because buying starting equipment was harder then I thought it would be (for the sample characters I was creating to learn the system).


Start with a suit of second skin armor (250 cr) and

'consumer backpack, hygiene kit, travel clothing, 11 R2Es, 1 personal comm unit, 1 flashlight (2 bulk plus 3 L bulk [3.3 bulk if carried], 35 cr)' as a stock equipment set for all of your first level characters.

Leaves you with 715 credits to spend and the basic needs are all covered. Swap personal hygiene kit out for +3 R2Es for any character with access to token spell, at a bulk of 1.6 instead of 2.3.

RPG Superstar Season 9 Top 32

I could buy almost 30 extra frag grenades...which is easily allowing for 45 starting frag grenades (which is 4 bulk), a detonator, a semi auto pistol, a stationwear flight suit, and 5 R2E's. As an Ysoki soldier bombard style I could make 1 more grenade for free and store 10 grenades in my cheek pouches keyed to the detonator...and I could do that 4 times and 6 grenades on the 5th time.


Keep in mind that mk 2 frag grenades cost twenty times what mk 1 frag grenades cost for a +1 bonus to the save DC. Seems awful pricey for +1d6 damage allowing a Reflex save for half 1 better.

RPG Superstar Season 9 Top 32

The Mad Comrade wrote:
Keep in mind that mk 2 frag grenades cost twenty times what mk 1 frag grenades cost for a +1 bonus to the save DC. Seems awful pricey for +1d6 damage allowing a Reflex save for half 1 better.

Yep that's why I stuck with Mk 1.

RPG Superstar 2009 Top 32

R2E? (Ready to Eat?)


Lord Fyre wrote:

R2E? (Ready to Eat?)

Yeppers. Asides from "meals" (which don't have much of a shelf life and cost a bunch) and "field rations" (what you eat when you can't kill something and cook it), there are R2Es - 1 century shelf life complete daily water-n-food in a nifty bag with all the necessities. At a credit a pop @ light bulk, grabbing at least 10 is worth it since you know you won't be eating those gawd-awful field rations for a week and a half.


The Mad Comrade wrote:
I'd suggest that it doesn't matter all that much so long as no one starts with better than item level 1 gear.

So, if someone starts with a heavy weapon, they can't buy ammo for it?


Voss wrote:
The Mad Comrade wrote:
I'd suggest that it doesn't matter all that much so long as no one starts with better than item level 1 gear.
So, if someone starts with a heavy weapon, they can't buy ammo for it?

I hadn't noticed that part on the ammunition table. Haven't made anyone using a heavy weapon - they're kinda pricey and bulky.

Ammunition for what stuff you could otherwise buy that uses heavy rounds is just fine. ;)


Bulky I'll give you, but the light reaction cannon is just 10 credits more than a hunting rifle, same range and ammo capacity, 1d10 rather than 1d8. The heavy reaction cannon is similar to the combat rifle at level 10, though loses out in ammo capacity, and only 250 credit difference.

The big difference is just bulk. Sadly, price and damage are far too similar for the two weapon classes, and ammo/usage are often worse for heavy weapons.


Ja. I'm not partial to heavy weapons until the mid-level ranges circa 10th, on a theoretical basis at present.

The light reaction cannon = B.A.R., to me.


Lord Fyre wrote:
Fardragon wrote:
So, why exactly are you contemplating this cause of action?
Because buying starting equipment was harder then I thought it would be (for the sample characters I was creating to learn the system).

That's intentional. You aren't intended to begin with decent gear. It the "grandad's rusty battleaxe" trope.

RPG Superstar 2009 Top 32

Fardragon wrote:
Lord Fyre wrote:
Fardragon wrote:
So, why exactly are you contemplating this cause of action?
Because buying starting equipment was harder then I thought it would be (for the sample characters I was creating to learn the system).
That's intentional. You aren't intended to begin with decent gear. It the "grandad's rusty battleaxe" trope.

Ah. But, if I (the most likely Starfinder GM) am not a fan of that trope, then it could be changed by giving access to better gear.

But, before doing so, I wanted to see if that would cause problems with the game's intended mechanics.


Correct me if I am wrong but I thought when buying gear you can buy within 2 lvls up without breaking anything. Of course that means at the starting 1,000 you would not be able to get very much or quality other gear.


Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

I think the issue we would be looking at with increasing the starting credits without changing character creation in any other way is that we do not currently know just how much doing that increases the PCs' level of power. Are they just slightly above standard 1st level characters, or are they almost to 2nd level? I would guess the former, since that is where standard PCs would be after their first lucrative encounter.

Now if you simply started the PCs out as 2nd level characters with 2nd level starting money and a 2nd tier ship, we know exactly what their power level would be.


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1,250 cr is the most I'd suggest letting it go over the standard. 1,500 puts them half-way to 2nd.

OTOH, there are plenty of times/tropes/et al that "gramma scattergun's" trusty shotgun turns out to be a bit nicer than off-the-shelf.


L4ughingm4n wrote:
Correct me if I am wrong but I thought when buying gear you can buy within 2 lvls up without breaking anything. Of course that means at the starting 1,000 you would not be able to get very much or quality other gear.

Laughing is right. You can start buying +1 item level above your level, +2 is in a large city

RPG Superstar 2009 Top 32

Littlebob86 wrote:
L4ughingm4n wrote:
Correct me if I am wrong but I thought when buying gear you can buy within 2 lvls up without breaking anything. Of course that means at the starting 1,000 you would not be able to get very much or quality other gear.
Laughing is right. You can start buying +1 item level above your level, +2 is in a large city

I'm not finding where this is in the rules.

Liberty's Edge

Lord Fyre wrote:
Littlebob86 wrote:
L4ughingm4n wrote:
Correct me if I am wrong but I thought when buying gear you can buy within 2 lvls up without breaking anything. Of course that means at the starting 1,000 you would not be able to get very much or quality other gear.
Laughing is right. You can start buying +1 item level above your level, +2 is in a large city
I'm not finding where this is in the rules.

Page 167 under 'Item Level' lists those as the available options.


Tricky part is affording them. Costs escalate quickly.


Here's my example of something that provides a big powerup that I wouldn't buy with 1000 credits, but would with 2000:

Wyrmling dragon gland, 755 credits, level 2. Does 3d6 damage in a 15' cone, save for half. reusable after a 10 minute rest, or more often if you spend resolve.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

The fact that it's a level 2 item which is technically available for purchase at level 1 doesn't mean that you should also be able to afford it at level 1 ...


Lord Fyre wrote:
Fardragon wrote:
Lord Fyre wrote:
Fardragon wrote:
So, why exactly are you contemplating this cause of action?
Because buying starting equipment was harder then I thought it would be (for the sample characters I was creating to learn the system).
That's intentional. You aren't intended to begin with decent gear. It the "grandad's rusty battleaxe" trope.

Ah. But, if I (the most likely Starfinder GM) am not a fan of that trope, then it could be changed by giving access to better gear.

But, before doing so, I wanted to see if that would cause problems with the game's intended mechanics.

I don't know how much you have planned out yet, but one alternative is to have your players belong to a "star fleet" type organisation. They have access to high quality gear for free, but it is all standard issue, so you can dictate what is and is not available.

The point of the rusty axe trope is to encourage players to loot bodies, which is to encourage players to kill stuff, which is to encourage players to adventure, rather do something safe and sensible, like accountancy.


From making my SFS Mechanic, I didn't see a huge difference having 1700cr (Pregen chronicle sheet) to spend. I think I got lvl 2 armor and my drone ended up with the lowest laser carbine.

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