View Full Version : 7th Level Campaign

27 October 2002, 07:24 AM
I'm currently generating 7th Level Characters... how much cash should I give them to begin with?

Kas'ir Faywind
27 October 2002, 08:32 AM
have them make lists of items they want t have for their character. You decided what they do or don't have. I also let them start with half their "starting credits" for first level as money they have earned.

Nova Spice
27 October 2002, 08:41 AM
Well I suppose it really just depends on what type of campaign you're running and what kind of characters are being portrayed in that campaign.

If you're running a military campaign (all Rebel PCs, all Imperial PCs, etc.) then money won't be as important since most of the necessities will be paid for by their benefactors.

If you're running a fringe campaign (backwater environments) then money would probably only serve to provide food, water, and shelter. Maybe it would be sufficient for a few supply runs, but other than that money isn't that important.

If you're running an independent campaign (all neutral PCs) then money is very important since they have to pay for everything that comes along and don't have anyone else to fall back on when their ship needs repairs, they need some information, or need to restock on power packs.

It really all depends on the type of campaign and the characters in them. Without a doubt, Nobles and Scoundrels tend to carry more credits than a Fringer or a Scout. By 7th level, my PCs would have the following:

-Fringer: 1500-2800 credits
-Noble: 10000-14000 credits
-Scoundrel: 6000-7700 credits
-Scout: 2000-3200 credits
-Soldier: 3300-3800 credits
-Tech Specialist: 3000-4300 credits
-Force Adept: 1000-1500 credits
-Jedi Guardian: 4000-5000 credits
-Jedi Consular: 5000-6500 credits

This is a typical example from my campaign. ;)

30 October 2002, 07:41 AM
Hey, I'm back for a little more advice...

One of my players, while we were buying his equipment, decided that he wanted a sidecar for his swoop, so that he could take his droid with him... he also wants a wench system (think four-wheeling), and a motorcycle-trailer type deal so that he can carry more stuff with him...

just need some pointers on how much you guys think that stuff should cost...


3 November 2002, 10:06 AM
Well, the sidecar is going to need a repulsorlift unit of it's own to not unbalance the swoop. That's a small to medium size object, so the cost will be 4,000 creds for the repulsor plus 250 for the sidecar and welding costs. A wench is just a hook and cord with powered motor to reel it in, not very complex, so about 500 creds. The motorcycle trailor is a box with a repulsorlift attached to the swoop, so either 3,000 or 4,000 for repulsorlift(depending on size of trailer) and 100 for the storage and attachment.
Total max cost: 8,850
Note: This is the figure I came up with using an ad-hoc system of pricing based on droid repulsorlift systems and a guesstimate as to the cost of a sidecar and trailer. While this system seems perfectly logical to me, it gives a price that in some cases is more expensive than a speeder or swoop itself. My recomendation as a GM is to use either half or a third of the above price, depending on how hard your campaign is.

3 November 2002, 02:53 PM
One system you might use to generate money would be to take the funds they'd start w/ at level 1 and then multiply it by their current class level (if they multiclass..).

5 November 2002, 03:25 AM
The way we do it is to generate 1st level money and then give 500 credits per level afterwards. It works for us so far.