"If the Acquisition test succeeds, the character then applies his Cash to the purchase. Cash is a number of equal to the character’s Earnings rating, and is increased by the character’s Influence onus (see page 70). Each Dark Symmetry Icon rolled on these increase the total rolled by 2, but also costs the character one Asset,regardless of whether or not the acquisition is successful.
If the total rolled equals or exceeds the item’s Cost, the acquisition is complete and the character has purchased the item." - Mutant Chronicles 3rd Ed. draft v4 pg. 248
While I'm all fine and good with the idea of an abstract economic system, this whole "roll to see how much money you have RIGHT NOW" system seems really nonsensical and like it would really ruin a player's sense of immersion. If I'm reading this segment correctly, a player must roll #D6 EACH TIME they attempt to purchase something to see if they have enough cash on hand. A player could attempt to buy a cheap, used moped, roll poorly and end up unable to afford it, only to walk into the Bentley dealership next store and suddenly find a massive wad in their pocket to buy the ultimate luxury sedan!
Why would we want an economic system which all but prevents players from actually planning their purchases? It's hard to understand why a character wouldn't have at least a basic idea of how much money they have on hand and that it wouldn't be consistent based on their income/expenses. I know I've never woken up with random cash in my pockets!
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