All this money and nothing to buy

chiron0224

Mongoose
Why doesn't the character creation section contain any reference to the players actually spending the money they start with on starter gear? And yes, I know that there is the equipment section later in the book but how do you determine the limits within which a character can spend starting credits? Basically what's stopping a PC from buying all TL15 gear during character creation? Also the flowchart just doesn't mention buying gear as a step in the process. I imagine the Travellers mustering out with their money and muster benefits and starting the game. The first adventure in every Traveller game is a shopping trip. Here's a suggestion.

Once all must out benefits have been figured out and connections and skill package skills have been finalized, the final step is to purchase starting gear. Travellers may spend no more than 50% of their starting credits on starting gear and are limited to items of TL 10 or less.


That way players have to be a bit realistic. It wouldn't make much sense to have spent all of your money on weapons, armor, and gear. Also it's not like the starting character has access to gear at every tech level. So this way they can get some cool TL 12 stuff as muster out benefits (note that many of the muster benefits list TL 12 as the limit) from the time they spent playing in the Navy/Army/Merchant Marines etc where they would reasonably muster out with some decent tech but then the other stuff they've picked up is lower in tech because they scrounged it here and there. Otherwise why wouldn't you just always buy the highest TL of everything?
 
ShawnDriscoll said:
Basically, you answered your own question. Unless you weren't trying to be a referee?

He's offering a suggestion that should be written into the rules, I think you got lost again and forgot this was the Playtest section.
 
Honestly Shawn, I know that as a referee I can house rule things to cover situations that come up but this is a playtest and I'm throwing out things that seem like they are missing from the rules or would make sense to have in the rules. If the final version doesn't have it I'll "be a referee" and house rule but by your logic nobody should mention anything other than typos and math errors. What would be the point of a playtest in that case.
 
Playtests are for checking existing rules. Adding wishlist rules are something else. Where are these shops that characters are supposed to buy stuff from? And the online stores to buy stuff on? And what usernames do characters use to login with for all their shopping? And how do bank accounts work from planet to planet if characters are jumping everywhere? And where are all the rules for all of this?
 
It does contain reference to the thier money and starter gear. It's just not nearly as much as you want it to be.

Beta CRB PG. 44 said:
Cash Benefits
A Traveller with the Gambler skill gains DM+1 to all rolls
on Cash columns.
If the Traveller has any money left, they may purchase
personal equipment worth up to Cr2000 before they
start adventuring. More expensive items can be bought
in play, but Travellers will have to seek them out. Any left-over money can be converted into cash, trade goods
or just saved.
 
Belisknar said:
It does contain reference to the thier money and starter gear. It's just not nearly as much as you want it to be.

Beta CRB PG. 44 said:
Cash Benefits
A Traveller with the Gambler skill gains DM+1 to all rolls
on Cash columns.
If the Traveller has any money left, they may purchase
personal equipment worth up to Cr2000 before they
start adventuring. More expensive items can be bought
in play, but Travellers will have to seek them out. Any left-over money can be converted into cash, trade goods
or just saved.

Ah, I didn't notice that part. Thanks Belisknar for pointing that out and for being constructive.
 
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