Sniping

The way I figure it, any character who wants to be a sniper is already provided with plenty of ways to deal extra damage. My sole goal here is to provide a reasonably balanced way to extend their range to match what any gamer would expect a sniper to be capable of.

For that scenario, I think you hit the nail on the head with your skill power. Sniping isn't something you do all the time (because you only get a shot every other round). It's fairly cheap to get the ability (because it's a skill power 2) and it's going to be there every time you want it(at-will).
 

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Unless you're a modern sniper, you won't be taking multiple shots. My guess is that you'd set up your shot properly, fire it off, then beat feet. From what I know, even modern snipers beat feat after the first shot, to change position and reset everything up.

So, IMHO, I agree with Morrus. Here's my take on a possibly scenario.

DM: You crest over a rise, and in the distance, you see bladybladyblah.

Thom Bheringher, Sniper Extraordinaire: I'd like to try and shoot SoandSo Bigbad from overhere.

DM, initiates small skill-based challenge: Alright. Since we're not in combat, you can certainly take the time to set up a shot, but you're going to have to find the best place to set up. Make a Nature (or Insight, possibly) check. ((Afterthought: Stealth might work here too, depending on the situation. Streetwise would also work in a city scenario))

Thom easily beats the DC set for him.

DM: Alright now that you're in position, you're gonna need to line up the shot. Roll Perception.

Again, Thom mops the floor with the DC.

DM: Excellent! Make your attack roll.


..... etc.
 

To get simulationist, to get that sort of range you need rifling and precise, machine produced parts. I don't know what technology level Zeitgeist has, but if it's say 18th instead of 19th century then you'd be looking at drastically reduced range at which you could effectively aim and shoot a single target. The first snipers in this sense didn't show up until the American Civil War.

So yeah, certainly don't hold yourself back if you think it'll be fun, but from a simulation standpoint don't think this is required.


If you do want it, I'd suggest something like a largely extended range, penalty to hit but extra damage, usable only while the enemy is unaware of you and not in combat or totally immobilized, otherwise the travel time makes it too inaccurate.
 

I agree with S'mon, Mengu, and The Golem. A skill challenge best reflects the methodology of a sniping attack. The ideal is to take on your target unaware (from a long way off) without giving away your position. You have to factor in bullet drop, terrain/elevation, wind speed, firing charateristics of your gun, moving into position unseen, and maintaining your weapon and ammunition so it performs exactly the same every time you fire. Damage as suggested above, 1/2/3 minions are killed or a creature loses 1d6x10% of its hit points before a combat encounter begins. (H/P/E)

The same would be true of a yoeman bowman or catapult operator. He wouldn't be aiming for the target directly, but instead attempting to place his shot in the right place at the right time.
 
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It's more 19th century, as you can see with this cover for adventure 4.

[imghttp://www.enworld.org/newsimages/zeitgeist_art/cover_4.jpg[/img]

I'm deciding to take the easy route and put it in as an optional rule. 'Use this if you want realism at the expense of balance.' The section also has options for guns to do more damage (which lets you kill someone with one or two shots instead of having to fill them up like they're 50 cent), and an inherent option for 'immediate reaction shooting' when someone moves within 6 squares of you, to prevent people from charging a gunman from 60 feet away and being able to attack before the gunman shoots them.

Most games probably won't want or need them, but they're there.
 

and an inherent option for 'immediate reaction shooting' when someone moves within 6 squares of you, to prevent people from charging a gunman from 60 feet away and being able to attack before the gunman shoots them.

Probably works as an immediate interrupt feat power connected to the proficiency feat. I can see a non-proficient character being closed in on as they struggle to reload it or switch off the safety (not that it would have one but you get my meaning - they're struggling with the unfamiliar technology enough that someone can close in on them).
 



Your hoping to hit something vital but when your close and personal your opponent is trying not to get hit blocking and dodging and your trying not to get hit as well. More like in a shooter when your close your shooting away moving mostly hitting the chest but as soon as you get a sniper rifle and some distance BOOM Head shot.

I can actually see a sniper action more along the lines of a charge action.

1. The creature must be prone. The creature must have a scope attached to its weapon.
2. The creature makes a ranged attack against the target. The range distance for the creatures weapon is doubled for the attack. The creature gains a +1 bonus to the attack roll.
3. If the creature made no other actions this turn the creature can crit on a roll of 19 or 20.
4.No Further Actions: The creature can’t take any further actions during this turn, except free actions.

A creature’s turn usually ends after it Snipes. However, it can extend its turn by taking certain free actions, such as spending an action point (which grants the creature an extra action).
 

Ditto Salabak's 'charge action' analogy. This is the kind of thing that everyone can try, and shouldn't take a feat or martial practice. To be good at it, of course, takes training & practice, but leveling up covers a lot of that territory anyway, with attack adds, feats, and so forth.

I might add that the sniper grants advantage until the start of his next turn, since he's concentrating on the steady shot.

Full-on sniping, with sneaking into place and camouflage and selecting targets, etc., is patently a skill challenge, culminating in the attack - followed by another skill challenge to get away.

For attaching a scope, unless you really want to get gritty and penalize close shots, I'd just call it an increase to the weapon range - maybe just increase the long range but not the short range- and to the weight of the weapon.
 

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