I've done this dance three times so far. All three times I've tried to use the requisition system in the Dark Heresy second edition core rulebook.
Dark Pursuits & Forgotten Gods Game (5 Players/DH2):
I first tried it in my Dark Pursuits Game. This was my first real shot at GM-ing. About a month in there was almost a whole session dedicated to to trading the loot gleaned from one battle. This was monstrous. After that, I brought back DH1 monthly pay, and used the Macharian Handbooks to give the players all the prices. This system did lead to some issues due to under-costed items like special ammo and the crap in one of the splatbooks, but it overall worked quite well until act four where a few players managed to build completely broken builds, which isn't unusual for high level Dark Heresy.
City Stories (3-4 Players/DH2)
I tried to bring back requisition. I figured the smaller group would be able to handle it. The story took place in a city, so buying and selling could occur. Big big mistake. I got more complaints in this game than in all the other games put together with regard to the economy. This was because they were in a city and yet really couldn't get necessary items. I gave them fairly regular influence checks to get things from the Inquisitor and city government, but given their failure I was constantly forced to deny somewhat basic items like flak armor and auto-guns on the basis that 'they didn't have them in their size' or 'the items the guys around them had were gene-loked'.
A House of Dust and Ash (3 Players/DH2)
I used requisition in this game, but told the players clearly that given the campaign situation there would be no chance for shopping. They were on a one-way trip and getting a care package would not be likely. There were also no gift shops in the 'House of Dust and Ash'. This was the one time it actually worked. There were no stores. I did let them ask for things before they left.
Conclusions
1. The requisition system is dysfunctional and one of the worst aspects of DH2. It only works in situations where the party is separated from human society receiving care packages from their inquisitor.
2. The method of determining if an item is available isn't great either.
3. The advantage to a monetary system was that it gave a common unit of exchange (thrones). This greatly increased the rate of trade by removing bartering. These don't have to be thrones. They could just be 'Trade Units' based on the value of the items cashed in.
4. GM's that claim to be using this system RAW and have functional games probably aren't being honest.
Solutions
1. The 'Inquisition Armory' was one solution that I came up with. Players could freely exchange certain low level items with their inquisitors supply guy. This got rid of many of the early requests for basic essentials like flak armor and ammunition.
https://www.scribd.com/doc/295262211/Inqusition-Armory?secret_password=RVHrx6dJHBTUIZ7BJi5g
2. All the loot players don't take should be sold by one character. A single commerce check should determine the amount of money granted for all the loot.
3. Let people turn their items into 'trade units', then set up a system of exchange. Trade units are 'thrones'. This lets people theoretically save up money for big ticket items.
2 Common <---> Average
Average <--> Average
2 Average <--> Scarce
Etc.
Edited by fog1234