
GM Rednal |
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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.

Lord Fyre RPG Superstar 2009 Top 32 |

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. :(
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.

The Mad Comrade |

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.

theheadkase 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.

The Mad Comrade |

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 |

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. ;)

Voss |

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.

Fardragon |
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.

Lord Fyre RPG Superstar 2009 Top 32 |

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

David knott 242 |

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.

Littlebob86 |
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

Lord Fyre RPG Superstar 2009 Top 32 |

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.

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Littlebob86 wrote:I'm not finding where this is in the rules.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
Page 167 under 'Item Level' lists those as the available options.

Fardragon |
Fardragon wrote:Lord Fyre wrote:That's intentional. You aren't intended to begin with decent gear. It the "grandad's rusty battleaxe" trope.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).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.