I wanted a more robust rules system for scopes than are in the current rules so I made some house rules. My reasoning is that the current scope rules seem a bit arbitrary in the way it handles range increments Also, I feel that even with a high power scope, long shots should still be more difficult than close ones, due to the bullet being in the air so long, more subject to wind and subtle target movement.
These rules are designed to have the following effects:
* Make scope ranges feel less "random" and be more usefull outside optimum range.
* Make long shots scale up in difficulty, even with scopes.
It works with only two small rule alterations:
The Aim action remains the same but also states: "an Aim action is required to make use of a mounted scope. Additionally, when aiming with a scope, the per increment range penalty is reduced from -2 to -1
I threw out the old scope stats and gave each "native" range increments, whithin which a bonus of +1 is applied.
1.5-4x - Increment 2-3
4.1-8x - Increment 4-5
8.1-16x - Increment 6-7
16.1x + - Increment 8-10
Thus, at max range of 10 increments, with an 18x scope, there will still be a meaty penalty of -7 (-9 for the nine increments after the first, +1 for aim, and a +1 "scope" bonus).
This seems apropriately difficult for absolute extreme range shots and gives sniper characters a chance to shine with high BAB, brace, match grade amunition, marksman feats, sharpshooter feats, and weapon upgrades.
At, only the second range increment, with say, a 2x scope, there is actually a total +1 bonus (-1 range penalty for one past the first, +1 Aim, +1 scope) So, shooting doesn't get too hard until much farther out.
My system seems not to break any other game mechanics, and seems to work well with game mechanics which increase the users range increments (aka marksman feats) but let me know if you find any hitches, or if you have any tweaks!