Peg'giz
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If my players have to create characters above level 1 (e.g. because they have to create a new character in a running campaign) I use the %-Rule (25% on weapons, 25% on armor, and 50% on other things), this helps a lot avoiding this issue.
At the beginning of each campaign I also remind my players above the four C's they should keep in mind when building their character (shameless stolen from the Dungeon Dudes):
A character should be:
- courageous
- communicative
- cooperative
- capable
And I make it clear that there is no place for jackass characters in my round, whose only goal is to annoy another player/character.
| Hawk Kriegsman |
I don't force my player's to any specific limits of how they spend their credits, but I due strictly enforce wealth by level, even mid adventure.
So if a character is maxed out and wants to claim a looted item, he must surrender the equivalent amount of gear.
This is told to the players up front and is not subject to debate.
I also consider personal upgrades equipment that counts towards their wealth by level.
I am very fortunate to have a group that is fine with this and actually follows the 4 C's listed above.
| Neuromancer |
Yeah, I am not seeing a problem here either other than perhaps game philosophy- there are always people who are going to want to save money by just looting corpses. There are a lot of ways to deal with that in game(i.e. the game world), but at the table? Just ask the guy to stop a few times, and then have the above happen. It certainly happened to me in a game or two.
That is how starfinder is designed I am not sure what the issue is here really
| HammerJack |
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The approach to WBL you describe is sufficiently jarring and bizarre that Imy willing to wake that I'm in the majority in being certain that I would never want to run a game that way. It's nice that it works for your group, but "I can't take this because I'd be mysteriously compelled to leave something of value behind" is waaay too meta for me.
| Hawk Kriegsman |
The approach to WBL you describe is sufficiently jarring and bizarre that Imy willing to wake that I'm in the majority in being certain that I would never want to run a game that way. It's nice that it works for your group, but "I can't take this because I'd be mysteriously compelled to leave something of value behind" is waaay too meta for me.
It doesn't quite play out the way I described it. It is not as absolute as my initial post. Minor overages do occur mid-adventure and nobody is compelled to leave anything behind.
Wealth overages are handled in between scenes / adventures when it is logical to do so.
I am very fortunate to have a group that plays for the story and roleplay more than enter-kill-loot-repeat.
| Garretmander |
HammerJack wrote:The approach to WBL you describe is sufficiently jarring and bizarre that Imy willing to wake that I'm in the majority in being certain that I would never want to run a game that way. It's nice that it works for your group, but "I can't take this because I'd be mysteriously compelled to leave something of value behind" is waaay too meta for me.It doesn't quite play out the way I described it. It is not as absolute as my initial post. Minor overages do occur mid-adventure and nobody is compelled to leave anything behind.
Wealth overages are handled in between scenes / adventures when it is logical to do so.
I am very fortunate to have a group that plays for the story and roleplay more than enter-kill-loot-repeat.
While your players are obviously not the type to abuse the system, what you describe makes OP's original problem more prevalent if players do abuse the system.
During those breaks, only spending WBL on weapons and armor two or more levels below leaves you with a lot more wiggle room for augments and magic items and the like. Looting better weapons and armor as you go means you won't be behind the curve for much more than an encounter or two.
It works for your group, but I have my doubts that it would work to stop a player who was already doing the five soldiers with one rifle schtick.
| C4M3R0N |
Yeah I've got to agree with the census saying he's gaming the system and simply ask him how he managed to get to the level he is without the actual, basic level appropriate gear like a weapon and armor... I'm not seeing how backstory alone can solve that one. Even if they argued they're diplomatic and thus still get the relevant experience for those hypothetical encounters, I'd have to call shenanigans on that. You could possibly pull that off for 1 level at most in most campaigns. And even then, probably not. How are you going to roll diplomacy against those space rats in the basement of the space tavern after all?
| BigNorseWolf |
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Yeah I've got to agree with the census saying he's gaming the system and simply ask him how he managed to get to the level he is without the actual, basic level appropriate gear like a weapon and armor... I'm not seeing how backstory alone can solve that one. Even if they argued they're diplomatic and thus still get the relevant experience for those hypothetical encounters, I'd have to call shenanigans on that. You could possibly pull that off for 1 level at most in most campaigns. And even then, probably not. How are you going to roll diplomacy against those space rats in the basement of the space tavern after all?
My SFS characters leveled up organically and routinely wear level 1 armor all the way to 7ish, and have level 4 weapons up till level 8.
| BigNorseWolf |
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In either case, the answer is simply to say "No. Buy reasonable gear." And if they refuse, then you have a problem much deeper than a weird choice of item purchases.
Second skin is reasonable armor up until you can get the radiation blocking level 7? armor. Its starfinder NPCs. You're going to be hit. Lots of characters use miss chances, hidinging the the back, DR, and climbing up on the ceiling as their damage mitigation.
My level 11 shaman still has his tactical pistol.
| FormerFiend |
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I'm somewhat in the camp of "why and how is this a problem". And I'm not trying to be dismissive, I just feel that the actual problem this is causing was not appropriately communicated.
Is it a problem because it's disrupting the flow of combat, making encounters maybe too difficult in the early going because one player is "not pulling their weight" and too easy later on because said player is at that point overpowered?
Or is it a problem because it's breeding resentment among the other players who have to carry him through those early encounters and then feel overshadowed by his character afterwards?
Either way to me the solution is communication. If you just alter your approach to encounter design without forewarning then the other players just have to carry him longer. Unless you alter it in such a way that accounts for him basically being a non factor in combat while also including non-combat encounters that play to the strengths he got from all those upgrades he spent his money on.