Arrows/Quarrels - 20 - Plentiful
Melta Canister (Pistol) - 1 - Very Rare
Arrows/Quarrels - 20 - Plentiful
Melta Canister (Pistol) - 1 - Very Rare
tbh...I think its ok as is.
Only the re-introduction of money would make it better imo, but thats not gonna happen.
The one thing I dislike about Acquisition is the moment a PC with a higher Inf locates a desired item but his/her Acq Test fails and another PC with a lower Inf steps up to "buy" the same item (or multiples of said item), and his/her Test succeeds. Something that is out of reach of a higher-Inf PC's resources should, in that moment, automatically be out of reach of the lower-Inf PC's resources, and the Acq guidelines should specifically state this. Mind you, this is a personal opinion.
Can you buy multiples of any item? Besides grenades, drugs and ammo that is
My apologies; I was speaking from the BC/OW perspective. Someone says "I wanna get a re-breather", fails the Acq Test, then someone else says "Heck, I'll just try to get five of 'em. My Inf is only seven points less than yours. Can't hurt to roll, and if I'm successful at least we all have one." This is success fishing, and I don't like it.
Purchasing items in multiples has never resulted in one of my players getting more than one gun or more than one set of armor. Always the "essential" gear bits: micro-bead, photo-visor, re-breather, ammo, void/hazmat suits, etc.
These examples aren't shared from within a vacuum.
To be honest, I've completely ignored the (recent) Beta's Acq mechanic. Nimsim posted a very nice model that I then spent considerable time tweaking to my personal preferences. His model presented a scale for increasing Rarity (aka Availability) based on multiple item acquisitions that is not much unlike BC's, but he also presented a scale showing the amount of time acquisitions take to complete based upon total Rarity, and that is really what sold me on his Acq model. That, and the fact that it was presented comprehensively, with other sections' rules taken into consideration.
Could you link me to Nimsim's model? Also, I would HIGHLY reccomend looking at the beta model, then seeing the difficulties that acquiring even a glowglobe can be. It lacks any condition for multiples, the ammo system is borked (and will only get worse as more weapons are introduced to the system) and so on.
Link to Nimsim's Acq model:
http://community.fantasyflightgames.com/index.php?/topic/87784-the-influence-and-subtlety-systems/
I've taken a small bit of time to assign "calibers" to weapons. Nothing complicated, just something to prevent PCs tossing extra autogun mags to stub revolver users when they find themselves short on/out of ammo. if I get more time I'll send you a short PM.
Edited by Brother OrpheoYeah, calibers are often in DH games I am a part of too. And then when players get the more exotic guns, the ammo is different than more "baseline" models (normally when the damage changes is a good indicator for caliber) and the more uncommon guns have harder to find ammo, "Yeah, we only stock 5.56 and 7.62x39 here" for that powerful sniper rifle? "Oh, fresh out of .30-30, maybe you would be interested in this .308 Maccharius?" One PC of mine uses a handcannon rolled with the OW variant rules, it suffers from the "rare" drawback, so outside of the planet where it is made, I suffer a penalty to get ammo for it (and parts), because the caliber is an uncommon one (Let's say .460 instead of the more common .44 magnum)