I'm thinking about starting over soon as the 'Rise From the Ashes' character (who really sucks) and put my skills to the test. You gave me an idea in a previous reply where you said Charm can be bought; I didn't understand what you meant at the time as when I immersed myself in the mechanics that option didn't exist and since it has I'd prioritized Charm to the point I always had 85 Charm to begin with so that option was greyed out. You mean the Doctor's Clinic where you can get plastic surgery, right? I'm not sure it's going to work, as I recall that's kinda expensive and you can't really get much in the beginning when you need it the most, but I can understand why those using the regular character creation system might be tempted to forgo Charm in character creation as it can be bought later when you ought to have plenty of money. Maybe I can make it work for the pathetic 'Rise From the Ashes' character, we will see.
I've played the opening, that is the first few days or so--maybe a week--more than a hundred times trying to figure out the best strategies to start with. Thus I know the board like the back of my hand, I know exactly which targets are which and how much you can get from them. When I started I ran another copy if MoR simultaneously and used it to 'scout' the ones I couldn't remember so I could be sure which target was which and not lose time clicking around. Now I know the whole board by heart.
You can afford a trainer, you just make it a priority. I might not use it until I get past 60 if you're right and you don't need it for training slaves as much as I remember. Juno and Michelle generally start with about 15 discipline so back then they'd fail roughly every other time just trying to get their stamina up to 80, which was frustrating as hell.
I have suspected that character willpower works as discipline does for slaves in regards to training, but I don't know that for certain and have not seen Grimdark ever mention anything about it.
The Space Marine did go up in price, he used to be ~$100 to hire and ~$100 a day which made him amongst the best buys on the board--if you could find him. I still think at $1200 and $125/day he's a bargain as he allows you to take out tougher targets which reap greater rewards.
I don't recall failed charm attempts as penalizing you much, if at all, but my last two runs were with the 'Magnate' (75 charm & 110 manip) and the 'Silver Tongue' (135 Charm & Manip) so he might have added that in since I've been playing the Uber character starts. Now all my stats will start at 30-40 so perhaps I'll have to adapt and overcome. I might have to even romance (long walks, diner, theater etc) these little sluts, I've not done that much lately and then only to try to open up quests or get a focus.
1--Yes, more why $'s important, buy CHARM (Doctor's office) later; Can't buy most other stats.
2--No offense, but "board" [lol remember *REAL* BOARD games?] seems to change a *LOT*, every version, so no, I disagree, [wait how many hairs on the back of your hand? no cheating, u can't look! lol] . ----See pic. Mercs R good example.
This is 1 example of mercs used in previous versions, being diff in newer ver.
Prices you quoted---$125/day [again, see pic, WAY more expensive!] which ver?
3--Put out a "Grimdark" challenge a while back, but never had any takers. But even that would change a *LOT* depending upon ver.
4--I've done enough runs, usually find Manip more valuable than CHARM. Again, yes, you can buy charm, *PLUS*, Bad luck/failed rolls/hi WP even *TEACHING*, you need hi Manip or things get worse! (& you can't buy it!)
5--Yes, *EVERYTHING important is EXPENSIVE (hence my other post---$) This includes courses/armor/weapons etc
6---"
I have suspected that character willpower works as discipline does for slaves in regards to training, but I don't know that for certain and have not seen Grimdark ever mention anything about it."----Agreed. 1 more thing difficult to raise [good 2 get some @ start!] I think (?) affects many things & rolls, so lower = more fails, higher (in theory?) = more success, But there's exact #'s there too.
CHARM/MANIP #'s directely affect this, as I've seen "failed" rolls lower WP!!!
7---Ok "UBER" start, "ME" runs, R basically "cheating" if you're honest. (can still B fun don't get me wrong!) -->> I have a "Silver Tongue" [wait isn't it
RED?] run that is fun, but then if I step back, I have to say "WAIT, how did I ever *GET* there?!?
"Silver Tongue" or "Magnate" [haven't tried him, is that the rich guy?] ie, "(75 charm & 110 manip)" and "(135 Charm & Manip)" you'll get very few fails, maybe some w *VERY* hi WP/Feminist, but even them *MUCH* much MUCH easier! (as I say, cheating.)
This is just off top of head, but (?) 70+ & you start to get a *LOT* less fails. (again, hi WP/FEMINIST excepted)
8---"Now all my stats will start at 30-40 so perhaps I'll have to adapt and overcome. "-----LOL! welcome 2 something closer to IRL & "normal"! [note that you *CAN* get a few stats higher @ start, but u have to be picky---& it's a trade-off. ]
9--Interesting thing about "romance"-----more "LUCK" /success/good rolls you have [CHARM/MANIP!] the less important it is. (but it should be noted, too angry/depressed/DEFIANT/etc, those won't matter & her stats won't improve!) Also can increase $$ costs early on. W "Silver Tongue" it wasn't even needed.
Sidnote: "Criminal" gives highest Manip # @ start; (have worked it out---unless he changed #'s recently?)