I'm not a huge fan of the requisition system in DH2e. Would a point based system work better? (e.g. You have a influence of 33 you get 330 requisition points to spend equipment on for a mission, a bolt pistol is 420). How would you do this? Idea of costs?
Would a point based requisition work in DH2e
The problems I see with such a system are that is doesn't fit the narrative that well:
- Who decides when a mission is over ?
- What happens to equipment after a mission ?
Especially if the mission takes them to a different star system. Do they then have to pull two ships off their regular route, one to allow them to get to the next mission, another to return their gear ?
I thought that they would keep the gear or have a point cost reduction if the gear was a one mission item, mainly for items that are mission specific. That way if they desperately needed a high value item they could get it. "We really need a holy weapon" it's not unheard of for the inquisition to lend out powerful items, but they would want it back.
For a start, I wouldn't go with any kind of multiplication of Influence.
You get Requisition points equal to your Influence score at character gen.
Second, if you want to keep it simple, once you've spent it, it's gone. It's abstract money, in effect. You can spend it on gear you can keep or you can rent more powerful items short term (but have to give them back).
If you want more Requisition, you have to earn it. The Inquisition may grant Requisition awards at the start of a mission (the size of which depends on the expected difficulty of said mission) and/or a Requisition reward upon completion (based on how successful the mission was...possible tie-in to Subtlety here). Certain NPC's may have authority to grant Requisition that can only be spent within their sphere of influence; e.g. a Crimelord might have the power to grant Requisition that can be spent in the black-markets in his city or a Planetary Governor might be able to grant Requisition that can be spent within the system. I wouldn't give out any more than 10 Requisition on a regular basis, saving "big" rewards of 30+ for significant milestones.
As for costs, base it on the Availability of items as they're written. For an off-the-cuff ball-park figure, I'd say;
Availability (Requisition Cost)
Ubiquitous (0)
Abundant (1)
Plentiful (2)
Common (5)
Scarce (10)
Rare (20)
Very Rare (40)
Extremely Rare (60)
Near Unique (80)
Unique (100)
This would let starting characters have roughly the same sort of gear available at character creation (though they'd be able to splash out on more cheaper things or fewer more expensive things) and it would mean characters would have to either save up or pool resources as a party to afford the really groovy stuff.
This is entirely off the top of my head, so could probably do with some revision, but it's the sort of direction I'd go with it, if I were forced to.
One of my groups already did something like this in DH1. People could basically go to an Inquisitorial quartermaster and requisition items from the base armoury, with the understanding that they'd be returned after conclusion of the mission. The items were not to be lost, nor modified.
Apart from not everything being available, the "no mods" rule was to be the primary motivator for characters to still spend their own resources on buying things to own rather than lend.
This was not done using points but simply due to a combination of roleplaying and sensibility of the request (= GM fiat), but I'm sure it would not be hard to "streamline" this with a DW-like points system.
For a start, I wouldn't go with any kind of multiplication of Influence.
You get Requisition points equal to your Influence score at character gen.
Second, if you want to keep it simple, once you've spent it, it's gone. It's abstract money, in effect. You can spend it on gear you can keep or you can rent more powerful items short term (but have to give them back).
If you want more Requisition, you have to earn it. The Inquisition may grant Requisition awards at the start of a mission (the size of which depends on the expected difficulty of said mission) and/or a Requisition reward upon completion (based on how successful the mission was...possible tie-in to Subtlety here). Certain NPC's may have authority to grant Requisition that can only be spent within their sphere of influence; e.g. a Crimelord might have the power to grant Requisition that can be spent in the black-markets in his city or a Planetary Governor might be able to grant Requisition that can be spent within the system. I wouldn't give out any more than 10 Requisition on a regular basis, saving "big" rewards of 30+ for significant milestones.
As for costs, base it on the Availability of items as they're written. For an off-the-cuff ball-park figure, I'd say;
Availability (Requisition Cost)
Ubiquitous (0)
Abundant (1)
Plentiful (2)
Common (5)
Scarce (10)
Rare (20)
Very Rare (40)
Extremely Rare (60)
Near Unique (80)
Unique (100)
This would let starting characters have roughly the same sort of gear available at character creation (though they'd be able to splash out on more cheaper things or fewer more expensive things) and it would mean characters would have to either save up or pool resources as a party to afford the really groovy stuff.
This is entirely off the top of my head, so could probably do with some revision, but it's the sort of direction I'd go with it, if I were forced to.
I like this idea, I might try adding influence rolls for things that are scarce to near unique. You got the points to buy it but you can't find someone to sell it to you.