Quote:
Originally Posted by vicky_molokh
I must be misunderstanding something. What does the bonus I listed have to do with scopes? It applies even to weapons without iron sights, such as bows. The scope bonuses are described in the second paragraph.
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My point was that you get the +1 from the reflex sight just because; it's a skill increase. You don't need to take one or more Aim maneuvers with all that implies for defenses and motion and whatnot. On the other hand, that +1 is all you ever get.
With Aimed shooting, you can increase a +1 to +3 by taking more time.
Let's do this with an example Acc 4 rifle, so we're not limited in any way.
Reflex:
Turn 1: You can just shoot, and you get +1 to Guns.
alternately:
Turn 1: You Aim, and claim +4 based on Acc and another +1 to Guns. (+5)
Turn 2: +1 Acc due to more time (total +6)
Turn 3: +1 Acc due to more time (total and max +7)
Turn 4: Shoot, maybe claiming another +1 for AoA (Determined) (Skill+8)
Scope
Turn 1: You Aim, and claim +4 based on Acc and another +1 to Acc. (+5)
Turn 2: +1 Acc due to more time (total +6)
Turn 3: +1 Acc due to more time (total and max +7)
Turn 4: Shoot, maybe claiming another +1 for AoA (Determined) (Skill+8)
So rather than a red herring with other scope magnifications, the correct point with which to challenge my assertion is simply that because you can still aim with a reflex sight and claim the increased bonus, they stack up the same and so there is no benefit without apoc527's nudge to give them +2. So the poster was right: while in the real world, that x3 mag seems to be worth something, in the GURPS world, it's not.