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<blockquote data-quote="RangerWickett" data-source="post: 5497624" data-attributes="member: 63"><p>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.</p><p></p><p>There are definitely plenty of ways to concoct a skill challenge to represent a group effort to aid a sniper, but I just want something that works when one player decides to hang back and provide cover fire, or when the party gets the drop on some bad guys and want to pick them off from far away. </p><p></p><p>I know it's more simulationist than 4e usually is. And I know the idea of 4e is to let everyone contribute to combat. But sometimes you're in court and the Diplomacy guy gets to shine. Sometimes there are traps and the rogue gets to show off his skills. And sometimes you put the sniper in a roost, have the rest of the party make a lot of noise to draw the bad guys out of hiding, and then let the sniper blow their brains out.</p><p></p><p>And as to whether it should be a move action or standard action to aim, I say standard action is more balanced, because it makes it easier to advance on the sniper. You realize he's aiming at you, so you run to full cover. Wait 'til he starts shooting at one of your buddies before you move again.</p><p></p><p>Ultimately, it's an incidental rule I was wondering how I should handle. A PC rifleman in the ZEITGEIST playtest was in a position to snipe (hanging back to watch a prisoner while the rest of the party ran into combat), and I wanted to give him something to do.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5497624, member: 63"] 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. There are definitely plenty of ways to concoct a skill challenge to represent a group effort to aid a sniper, but I just want something that works when one player decides to hang back and provide cover fire, or when the party gets the drop on some bad guys and want to pick them off from far away. I know it's more simulationist than 4e usually is. And I know the idea of 4e is to let everyone contribute to combat. But sometimes you're in court and the Diplomacy guy gets to shine. Sometimes there are traps and the rogue gets to show off his skills. And sometimes you put the sniper in a roost, have the rest of the party make a lot of noise to draw the bad guys out of hiding, and then let the sniper blow their brains out. And as to whether it should be a move action or standard action to aim, I say standard action is more balanced, because it makes it easier to advance on the sniper. You realize he's aiming at you, so you run to full cover. Wait 'til he starts shooting at one of your buddies before you move again. Ultimately, it's an incidental rule I was wondering how I should handle. A PC rifleman in the ZEITGEIST playtest was in a position to snipe (hanging back to watch a prisoner while the rest of the party ran into combat), and I wanted to give him something to do. [/QUOTE]
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