Nah! It is even worse than what I let on at first. The new edition is so decayed it actually has rules for rolling to purchase things, rather than just keeping track of money!
(...snip)
Regarding mechanics, what's exactly wrong with pushing? It's an extra tool for the players for a considerable risk.
(...snip...)
You can shit on CoC's Basic Role-playing fundations all you want (it's old, clunky, etc) but those are details and not even that bad, IMHO. I've read rulesets collapsing on retardation, CoC as far as I know isn't one. In before 7th edition is a disaster and I don't know.
That is the point, though. The foundation of CoC is a simple and direct system, without any kind of mechanical recourse to bad rolls. If you rolled badly you failed, simple as that. I don't actually mind systems that do something differently. I rather enjoy (or enjoyed, as the case may be) the campaign I played using 2e WFRP rules, which introduced fate points. In fact, I would argue those work really well in games like Shadowrun or Burning Wheel... But the issue is that they belong to a different kind of game and I rather dislike seeing them be added to the new edition of Call of C'thulhu simply because they are trendy.
(...snip)Availability is more debatable, but I never exactly got behind the entirety of CoC's economic model.(snip...)
Availability rolls aren't really a problem, I think, as long as the GM is at least a bit reasonable with how they are handled. The 7th edition, however, added the idea of a "credit rating" skill, and that is something I find really annoying. CoC doesn't really have an economic model per se. I mean, it is not like D&D where adventuring and earning money are tightly - or even loosely - coupled. But when money is an issue, my problem with the idea of simply rolling is that it takes away from the possibility of solving the issue as the player and puts it on the hands of the characters instead.
(...snip)Regarding "avoiding players getting stuck into an investigation", I'm not entirely sure what you mean. DM counsel? It's the job of a DM to herd the cats if they magnificently fail to pick a direction.(snip...)
I am not sure what it means either, it is not like I actually bought the 7e book; I just read the kickstarter description. It apparently connects with the "idea" mechanic other editions already had. In those editions, idea was supposed to be a catch all roll for mental actions that weren't part of any skill. Remembering a fact, for instance, or noticing something out of place. The kickstarter description however says it is:
Call of C'thulhu Seventh Edition Kickstarter said:
Ever had your players get stuck because they don’t know what to do next? The new rules provide a mechanism for handling such tricky situations; a revision of the Idea Roll rule. Now you can throw tricky investigations at your players and not have to worry if they pick up every clue or not. The new Idea Roll helps to keep your game on track without unnecessary railroading of the players.
Which takes away the edge of investigation. CoC had some rather interesting, open ended scenarios published for it where successfully discovering what is going on was the most important aspect of the adventure. If you want to play a game with a lesser focus on this kind of thing, you already have Trail of C'thulhu or what have you, no need to repurpose an old game for that.