07-03-2017, 03:05 PM | #1 |
Join Date: Mar 2014
Location: St. Louis, MO
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Long-Arms and Scope Power (x)
Hello, all. I am really confused about the rules for Scopes (HT156-156 & RAW412). I can't figure out what the Magnification/Power of a scope adds to the user's Gun skill. I thought I had it figured out. It says:
"...+1 ACC per full doubling of magnification." Okay, great. So, I figure, that means that a x2 scope gives a +1, x4 would be +2, x8 would be +3, x16 would be +4 and x32 would be +5. (No need to go further - my character has a Springfield 1903 and it's ACC is 5). However, a little later it says, by example: "...A TL7 fixed-power 4x scope gives +2 Acc..." Okay, makes perfect sense, by my 'chart' about. 4x gives a +2. Great. But then: "...A TL8 variable-power scope with 3x, 6x, and 9x (written 3-9x) gives up to +3 Acc..." This makes no sense to me. I mean, okay - x3 is between x2 and x4, so gets +1. x6 is between x4 and x8, so gets a +2, and x9 is between x8 and x16, and gets a +3. So...why change it from x2, x4, x8 to x3, x6, x9? Is there a practical reason for this, game-mechanically speaking? Do the magnification numbers matter in some signficant way, other than being there to mathematically figure out the bonus to skill? I'm really confused about this. |
07-03-2017, 03:14 PM | #3 |
Join Date: Mar 2014
Location: St. Louis, MO
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Re: Long-Arms and Scope Power (x)
So the only reason to change that is to make it a hair more realistic?
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07-03-2017, 04:17 PM | #4 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Long-Arms and Scope Power (x)
There is no rule change there. It's just reminding you that Acc bonus depends on magnification, and giving you the figures for the powers of this particular real-world scope.
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07-03-2017, 07:11 PM | #5 |
Join Date: Jun 2016
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Re: Long-Arms and Scope Power (x)
3-9 power scopes are at least 75% of the scopes you'll run into on the second hand market. It's a very popular configuration so they mentioned it.
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07-04-2017, 04:03 PM | #6 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Long-Arms and Scope Power (x)
Whether a scope is 8x, 9x, 10x, 11x, 12x, 13x, 14x, or 15x it still just gives +3 in GURPS terms.
Yes, a heck of a lot of real-world variable scopes are 3-9x; still just +3 at maximum magnification. And, yes, this does help with verisimilitude- you can use real-world scopes. FWIW a majority of fixed-power scopes are 10x. At 16x you finally get +4
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07-05-2017, 08:13 AM | #7 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Long-Arms and Scope Power (x)
I also did throw down both a usable and non-usable alternate take on scope magnification that I think ties better with GURPS on ye olde blogge.
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07-05-2017, 10:36 AM | #8 |
Join Date: Dec 2008
Location: Behind You
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Re: Long-Arms and Scope Power (x)
The magnification affects more than Gun Skill. My party in High Tech/Ultra Tech games constantly uses scopes for more than shooting their gun. They would scout with them, pick out details with Observation/Forward Observer/etc. Scopes can be nice for trying to see something clearer that you wouldn't normally. So that magnification rule is very nice.
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Tags |
gun, guns, magnification, power, scopes |
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