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Old 05-11-2017, 11:17 AM   #41
Anthony
 
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Default Re: [High-Tech] Reflex Sight + Scope: "can be used, but not with magnifying scopes"

The general realism problem you'll run into with ranged combat in GURPS is that it's really tuned for being gameable, not being a reality simulator; all other things being equal, accuracy drops off with range much faster than the GURPS range modifiers, but all other things are rarely equal so under game conditions the existing rules do reasonably well.
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Old 05-11-2017, 11:33 AM   #42
Kalzazz
 
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Default Re: [High-Tech] Reflex Sight + Scope: "can be used, but not with magnifying scopes"

I thought Sighted Shooting required all out attack?
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Old 05-11-2017, 11:36 AM   #43
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Default Re: [High-Tech] Reflex Sight + Scope: "can be used, but not with magnifying scopes"

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Originally Posted by Kalzazz View Post
I thought Sighted Shooting required all out attack?
In the Tactical Shooting ruleset.
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Old 05-11-2017, 11:45 AM   #44
Kalzazz
 
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Default Re: [High-Tech] Reflex Sight + Scope: "can be used, but not with magnifying scopes"

In High Tech then can you benefit from the reflex sight without all out attack?
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Old 05-11-2017, 12:02 PM   #45
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Default Re: [High-Tech] Reflex Sight + Scope: "can be used, but not with magnifying scopes"

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Originally Posted by DouglasCole View Post
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.
Does a reflex sight prevent or not stack with aiming in some way I'm not familiar with?

Reflex Sight:
No aim: +1 to hit
1 sec aim: +(Acc+1) to hit
2 sec aim: +(Acc+2) to hit
3 sec aim: +(Acc+3) to hit

x3 Scope:
No aim: No bonus to hit
1 sec aim: +(Acc+1) to hit
2 sec aim: +(Acc+2) to hit
3 sec aim: +(Acc+3) to hit

ETA: I was forgetting that reflex sights only give the bonus out to 300 yards. Longer shots definitely benefit from the magnifier.
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Last edited by RyanW; 05-11-2017 at 12:06 PM.
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Old 05-11-2017, 12:14 PM   #46
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Default Re: [High-Tech] Reflex Sight + Scope: "can be used, but not with magnifying scopes"

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Originally Posted by RyanW View Post
Seems like if they don't stack, a reflex sight with a x3 magnifier would be nearly pointless. You can choose between a general +1 to Guns skill or +1 to certain Guns skill rolls.

The only benefit I see is that the magnifier also gives you a low powered telescope, good for a bonus on vision rolls.
In Real-Life TM, this is a huge deal. You have the option between fast acquisition for targets at short range and better vision for targets at longer range. Which is why the things -- reflex or collimating sights with magnifiers that can be swung in place at will or combination sights like the S&B Short Dot are so hugely popular with military, police, and sports shooters.

Cheers

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Last edited by HANS; 05-11-2017 at 12:22 PM.
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Old 05-11-2017, 02:03 PM   #47
DouglasCole
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Default Re: [High-Tech] Reflex Sight + Scope: "can be used, but not with magnifying scopes"

Here's a non-mathy tweak that has the same basic idea as the current rules, but adjusts the breakpoints to give a bit more mechanical oomph to things that work in Real Life (TM) but miss out due to GURPS breakpoints.

Weak and Odd Scopes
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