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mortagon

Starting acquisitions

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According to the rulebook on page 81 under the heading "Equip acolyte", a character gains a number of free acquisitions equal to his influence bonus from any items with an availability of scarce or better. Are these acquisitions automatic? Can an acolyte really choose any items even uniqe ones with this acquisition or is he limited to those he could normally gain using his influence as normal?

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They are automatic - no need to roll.

 

Unique is an availability modifier more rare than scarce, so no. You are limited to items listed as Scarce or commoner.  You can game the system somewhat by taking poor quality versions of Rare items.

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Where does it say that?

Page 81, it specifically states that you should use the normal rules (p. 142) during normal play, not during creation, and it is also on page 142 that the modifiers for quality etc. come in. :)

Edited by Keffisch

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Where does it say that?

Page 81, it specifically states that you should use the normal rules (p. 142) during normal play, not during creation, and it is also on page 142 that the modifiers for quality etc. come in. :)

 

It's weird that the changed this phrasing in the final PDF.

 

My answer doesn't change though. The first paragraph just says you get X number of acquisitions of scarce or better (i.e. more common). The second paragraph says that after character creation you have to follow the rules laid out in the armory section to get gear.  That doesn't mean you can't apply craftsmanship rules to items taken during character creation. A Best Quality Stub Revolver has an availability of -10, so there's no reason you can't start with one.

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Where does it say that?

Page 81, it specifically states that you should use the normal rules (p. 142) during normal play, not during creation, and it is also on page 142 that the modifiers for quality etc. come in. :)

 

It's weird that the changed this phrasing in the final PDF.

 

My answer doesn't change though. The first paragraph just says you get X number of acquisitions of scarce or better (i.e. more common). The second paragraph says that after character creation you have to follow the rules laid out in the armory section to get gear.  That doesn't mean you can't apply craftsmanship rules to items taken during character creation. A Best Quality Stub Revolver has an availability of -10, so there's no reason you can't start with one.

 

That's exactly what I went with, even though some of my player's argued otherwise ;P

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Where does it say that?

Page 81, it specifically states that you should use the normal rules (p. 142) during normal play, not during creation, and it is also on page 142 that the modifiers for quality etc. come in. :)

 

It's weird that the changed this phrasing in the final PDF.

 

My answer doesn't change though. The first paragraph just says you get X number of acquisitions of scarce or better (i.e. more common). The second paragraph says that after character creation you have to follow the rules laid out in the armory section to get gear.  That doesn't mean you can't apply craftsmanship rules to items taken during character creation. A Best Quality Stub Revolver has an availability of -10, so there's no reason you can't start with one.

 

The availability rules and quality modifiers don't come into play before page 142, which are not used doing Character creation (only referenced). RAW. :)

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You're interpreting that sentence wrong. Here is the verbatim wording:

 

During regular game play, Acolytes use the normal Requisition
system for acquiring additional weapons, gear, armour, and other
items from the Armoury as per page 142.

 

The link to page 142 drops you at the Requisition Test rules, which describe how to get items during normal play (rolling vs Influence). The only purpose of this passage is to tell the player that the acquisitions taken during character creation are special in that you don't need to roll for them, and that after character creation you will need to roll for them.  Just because the rules for craftsmanship modifiers appear later in the book does not mean they do not apply at character creation.

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I'm reading the book right now and it specifically says better, but you are probably right and it should say higher instead.

 

Common is a better availability then Scarce. Common items are more available than Scarce items, so their availability is better. Rare is a worse availability, it is less available.

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I'm reading the book right now and it specifically says better, but you are probably right and it should say higher instead.

 

Common is a better availability then Scarce. Common items are more available than Scarce items, so their availability is better. Rare is a worse availability, it is less available.

 

I guess you could interpret it that way, and that's probably what the author's meant, but I know some of my players are going to argue with that wording. "Sigh"

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I'm reading the book right now and it specifically says better, but you are probably right and it should say higher instead.

 

Common is a better availability then Scarce. Common items are more available than Scarce items, so their availability is better. Rare is a worse availability, it is less available.

 

I guess you could interpret it that way, and that's probably what the author's meant, but I know some of my players are going to argue with that wording. "Sigh"

 

 

I really don't see a rational argument that can be made. The rules doesn't say you can get equipment which is better than Scarce Availability. It says you can get equipment with an Availability of Scarce or better. Rare is not a better Availability than Scarce.

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Your players are retarded if they think you're supposed to start the game with inferno pistols and force swords.

 

CPS, please don't call things retarded, thanks.

 

I would have to agree with CPS, it sounds like 1 or more players are trying to rig the system by looking for holes to abuse.

 

Ignoring RAW, the RAI is scarce or less rare. Leave it at that.

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Your players are retarded if they think you're supposed to start the game with inferno pistols and force swords.

 

CPS, please don't call things retarded, thanks.

 

I would have to agree with CPS, it sounds like 1 or more players are trying to rig the system by looking for holes to abuse.

 

Ignoring RAW, the RAI is scarce or less rare. Leave it at that.

Oh, I agree with his point, just not how he stated it

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My player's are used to playing Rogue trader so they are kind of spoiled when it comes to gear, luckily only no players has complained thus far.

Edited by mortagon

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Hi, we just started playing DH2 after a long break from DH1.

 

My players were asking about weapon modifications during character generation. The way I read it, the weapon and the mod are each separate requisitions. Yet, in the opening paragraph of weapon mods it says that they can be purchased together with the weapon. To me this implies that for a weapon + mod you might only roll a single test. Yet I can't fathom a way (apart from my benign GM influence) how to handle this rules wise (i.e. a test modifier). So did I miss anything? Been skimming the book back and forth for the right rules paragraph... :(

 

Edit: do I simply add up the availability modifiers of both items?

Edited by Ilias Bethomael

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Hi, we just started playing DH2 after a long break from DH1.

 

My players were asking about weapon modifications during character generation. The way I read it, the weapon and the mod are each separate requisitions. Yet, in the opening paragraph of weapon mods it says that they can be purchased together with the weapon. To me this implies that for a weapon + mod you might only roll a single test. Yet I can't fathom a way (apart from my benign GM influence) how to handle this rules wise (i.e. a test modifier). So did I miss anything? Been skimming the book back and forth for the right rules paragraph... :(

 

Edit: do I simply add up the availability modifiers of both items?

 

The way I've always seen it played is that the weapon and the mod are separate acquisitions for the purposes of starting acquisitions.

 

Re-reading the rules, it is vague, but seems to imply that mods are separate 'items' that can be tacked on later or moved from one weapon and added to another. So yeah, just treat them as their own separate item.

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