Interesting ideas seanpp.
To clarify though, i'll restate my main question:
how do you use the rules for resource Influence requisition rolls in your games?
I'm really interested in hearing how others are dealing with the evident issues (as broadly discussed) with the acquisition RAW. But also, the creative ways you've used them to enhance play (if at all).
Acquiring possessions and resources will be a key part of almost every DH game, so i thought it would be good to debate, and discuss how different people handle it.
For me, i'm probably going to draft in 1st Ed costs. I just think a coinage system is so much simpler to manage these issues.
I was thinking of some modified system, but it just doesn't seem to work, for me at least. *shrug*
BUT...i am still interested in hearing about how others sort out requisitioning.
My group has found that the Influence system RAW works well for our group after a few small modifications:
- When acquiring an item, you roll against the base availability of the item before deciding on item quality. You may choose what quality of item you wish to buy after rolling your Influence test.
- This eliminates feel-bad moments when you try to buy a Poor-quality bionic arm because you really need an arm right now, only to roll amazingly and realize you could've got a Good quality version.
- It also lets you downgrade the Average quality grenade launcher you just failed to buy into a Poor one because a launcher that jams frequently is better than nothing.
- If a character gets more degrees of success than needed to buy an item, he can opt to buy multiple copies of that item. Each degree of success above the one required to buy the item lets you get another copy of the same item. Buying multiple copies of rare items like boltguns is subject to GM approval.
- I am generous with circumstance bonuses for acquiring minor items like chronos or lamp packs. If the Acolytes are in a large city, acquiring such items is practically automatic.
Other than that, we've been happy with the Influence system as is. We prefer to spend as little time acquiring items as possible in favor of investigating and purging heretics. I enjoy the open-endedness and reduced bookkeeping of the system, and I'm SO happy that players are no longer discouraged from playing certain classes because they have a poor monthly wage.
Also, here are some rules concerning Influence that I missed on my first read-through of the (beta) rules:
- If an Acolyte even attempts to buy an item with a negative Availability modifier, the group's Subtlety decreases by an amount equal to the tens digit of that modifier.
- When an Acolyte fails an Influence test by more DoF than his Fellowship bonus, he reduces his Influence by a number equal to the DoF on the test (represents abuse of an Acolyte's authority and discourages "fishing" for powerful items). This seems too harsh though -- IMO it should be a decrease of DoF-FelB.
- When an Acolyte tries to trade in a more valuable item to get a bonus on an Influence test, they get to keep the item if they fail the test.
- An Acolyte can "burn" 1d5 Influence to pass an Influence test with DoS equal to his Fellowship bonus.
- Unless disallowed by the GM, Acolytes can use their Inquisitor's influence value. The group's Subtlety decreases by 2 every time they do this, and if the Acolytes repeatedly misuse their privilege the Inquisitor will NOT be happy.
- Acolytes can use their Influence in place of another attribute when making social rolls where appropriate.
Edited by Covered in Weasels, 31 August 2014 - 12:51 PM.