Okay, so I actually have a fair number of comments on these systems, along with some pretty big suggested changes.
Influence:
A lot of people dislike losing specific throne amounts. I personally don't miss this at all, but to each their own. I think this may end up falling in the domain of a House Rule, though. It would be nice if FFG could come up with their own optional system, though.
Acquiring items through a roll of Influence
This is a cool idea in concept, but in execution you are too likely to see some players being screwed by bad luck, while others get awesome gear. In fact, if every player has an average starting influence (35-36), and you have three players, the chances are that only one player out of the three will be able to acquire something of +0 rarity. (And that's assuming they're all trained in Commerce; if none of them are trained, only 1 in 4 players will be able to acquire something of 0 rarity).
Every character having their own Influence Value
This is a pretty big change from the previous systems. Given that Influence gets used for more than just item acquisition, I like that it can differ among characters. However, the rules as presented seem to be written with a shared Influence value in mind; there aren't really any specific guidelines for how to reward individual players. As it is now, if Player A starts with 35 Influence and Player B starts with 45, it's pretty likely that Player A will always be 10 points behind Player B.
How much should Influence Increase or Decrease?
So, the tables on page 233 lists increases and decreases from 1-5. Gaining 1 Influence is equivalent to capturing a single heretek, while 5 influence is equivalent to saving a capital planet or banishing a greater daemon. So, first of all, is capturing 5 different hereteks really equivalent to saving an entire capital planet? For that matter, the adventure at the end of the book suggests a 5 Influence reward, and the completed task falls well short of saving a capital world. This part of the system in particular needs revising.
How often can I acquire items? What about multiple items?
There are no modifiers for item quantity to the requisition roll. Also, there has never really been a firm guideline on how frequently acquisitions can be made, or when they can be made/how long they take. There is also a lack of guidelines on how to determine what items may be more common in what places.
Suggestions for change:
My proposal for the Influence System would basically change it to giving automatic acquisitions related to the Influence Characteristic Bonus, and allowing further acquisitions from rolling.
Currently, Influence for acolytes ranges from 27 to 95 (a range of 70, basically), with an average starting score being 35, and an average inquisitor's score being around 75 . Item Rarity ranges from +20 to -50 (a range of 80). It's assumed that pretty much any item listed within the Core book is going to be pretty easily acquired by the Inquisitor, so let's make this system based on a 75 Influence Inquisitor being able to acquire an item without needing to roll for it.
First, I would change the availability modifiers to flat ratings
Availability Rarity Rating
+20 1
+10 2
+0 3
-10 4
-20 5
-30 6
-40 7
-50 8
Second, I would add back the Quantity Modifier Table, with these changes
Item Quantity Rarity Rating
1 +0
2 +1
4 +2
8 +3
etc.
Third, I would add in this Table on Time
Rarity Rating Time to Acquire
0 Immediately
1 1 Hour
2 1 Day
3 1d5 Days
4 1d5 Days
5 1d10 Days
6 1d10 Days
7 1 Week
8 1d5 Weeks
9+ Cannot be Acquired
Fourth, a quick change to the Item Status Table
Quality Requisition Modifier
Wrecked --
Poor -1 Rarity
Average +0 Rarity
Best +1 Rarity
Next, I would add this change to Acquisition:
Before the start of any new Investigation, or during a Downtime Encounter (pg 230) at the GM's discretion, a player may acquire a number of items with a Total Rarity Rating equal to the player's Influence Bonus +1.
(Example: Before the start of a new Investigation, Gordinnius Gecko, who has an Influence of 46, wants to acquire two magazines of Expander Rounds for his Autogun. Expander Rounds have an Availability of -10/Rarity 4, and getting 2 items adds 1 to the Rarity, for a total of 5. Gordon can acquire these magazines in time for the start of the Investigation)
When a player attempts to acquire an item or items greater than his Influence Bonus, or when he attempts to acquire items during an Investigation, the player must roll against a target number of his Influence minus 10 for each point of Rarity Rating in excess of his Influence Bonus (This is a Commerce Skill Roll, with Influence as the Characteristic). The amount of time it takes for this item/s to be acquired is based on the total Rarity Rating. For every degree of success on the Influence roll, reduce the Rarity Rating by 1 for determining how long the item takes to acquire. A player may only make a number of Acquisition rolls per Investigation equal to his Influence Bonus. At the GM's discretion, a player who fails an acquisition may choose to increase the still acquire the item, but must increase its rarity by 1 for each degree of failure for determining how long the item takes to acquire, and may not make any further Acquisition Rolls until that item has been received. If the Rarity exceeds 8 in this manner, the player may not acquire the item at all, but may still make further acquisition rolls, if available.
( Example : Gordinnius Gecko wants to acquire a Boltgun before he and his fellow acolytes storm a mutant enclave. A Boltgun's availability rating is -30/ 6 Rarity. Gordinnius has a Commerce skill of +10, and rolls against his Influence of 46, -20 due to the 2 point difference between the Rarity and his Influence Bonus. Gordinnius manages to roll a 24, for 2 degrees of success! The bolter, which would normally take 1d10 days to reach Gordinnius, instead takes 1d5 days. Hopefully it will be in time for Gordinnius to attack the enclave! Gordinnius, who has only attempted 1 acquisition roll during this investigation, may attempt up to 3 more. If Gordinnius had rolled a 42, for 2 degrees of failure, he could have chosen to still acquire the item, but he would not receive it for 1d5 weeks, and could not make any acquisition rolls until he received it.)
Awarding Influence, and Gaining Influence
My suggestion for changing how Influence is gained would be to divide it into Temporary Bonuses and Penalties, and Permanent Increases and Decreases. Temporary Bonuses and Penalties would last only during the actual Investigation, and would take the form of modifiers for any Influence rolls (including Acquisition rolls). These would essentially be rewarded during the Adventure itself, and only last during the span of it. Any Downtime Encounters that occur would erase any existing bonuses to Influence, at the GM's discretion.
Permanent Increases and in Influence would be awarding for accomplishing or failing major objectives within the Investigation. These could range from 1 point to 20 points, based on the magnitude of the accomplishment or failure. After setting an initial value, the GM reduces the value equal to the Current Subtlety Bonus of the Warband, to a minimum of 1. Anytime a character's Influence is permanently increased or decreased, he loses all existing Temporary Bonuses and Penalties. If the player is currently at a Penalty, he reduces his gained or lost Influence by 1 or more, to a minimum of 1 lost or gained. If the player is currently at a Bonus, he increases his gained or lost Influence by 1 or more. (The more locally influential the player is, the more he stands to lose or gain).
Subtlety:
To be continued!
Edited by Nimsim