I've been looking at the trading rules and am wondering if other people have found trading to be over powered? If so, how did you deal with it in a fair (non-punishing) way?
I see people trading to get rare, good quality alcohol of a very sufficient quantity. Sufficient quality means I go for 8 cases (96 bottles) of alcohol, but can use a case (12 items) still as a 'vast' trade item. The result is anyone can get a +40 to acquisition roles (+10 Rare, +10 good Quality, +20 Vast Quantity),
CSM's have an easier time with this due to acquiring legion goods, so go for Legion Krak grenades (rare, but only scarce for CSM's); and if you use the entire FFG suite of W40K products, getting vox operated Legion Frag grenades (Scare to Rare due to weapon upgrade) makes them very attractive for non Legion people as this is now a voice detonated land mine..
This isn't even counting having friends help you with the search (+20), or utilizing Commerce to boost your Infamy for acquisitions (especially combined with the psyker power Delude on the commerce roll).
I've been thinking of this, and thinking that maybe five acquisition rolls per player per game session could be a cap, especially that roleplaying out the acquisition is one on one and takes away from adventure time. Maybe only using 75% of the Trade modifier to reflect it's used status or that the buyer might not want a full case of Brandy. I really like the acquisition rules, keeps the game flowing instead of a Rogue Trader esque game of economics; I like the trade rules to sort of abstract the lack of money while still having something to exchange. BC seems like a lower gear required game, but especially when playing with the FFG game entire suite of products, you can regularly hit a +60 for many non-combat skill rolls via gear enhancement. Which in many ways helps characters succeed without pulling a pistol to solve their problems, especially that I've seen Rogue Trader devolve into a Mexican 'Silver or Lead' style problem solving... Bribe or shoot _everyone_.