| MasterZelgadis |
I thought about a houserule for aiming:
Move action
As a move action creature can aim with a ranged weapon. Aiming grants an +2 aiming bonus to the next attack with that weapon. The aiming bonus is cumulative (to a maximum of +6). The next attack after aiming must not be a full attack action. If an action is made between an aim action and the attack that is not an aim action, the bonus expires.
Thoughts?
| Master Han Del of the Web |
As it stands, that is incredibly powerful compared to all other methods of getting attack bonuses. Remember, the math in Starfinder is intended to be much tighter. I would make the bonus +1 per move action, and restrict the number of consecutive move actions to one for every five levels a character possesses and state that if the character is the target of an attack roll, skill check, spell, or other distraction of any kind while spending actions this way, the resulting distraction keeps them from getting the bonus.
And that’s probably still generous for Starfinder’s math
| MasterZelgadis |
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Why too powerful? You sacrifice the ability to move, also you can't get a second attack. If you want to get a higher bonus, you even have to sacrifice a full round to aiming. A fuull round + the move in the next turn to get the full +6. Seems not too powerful to me.
In Star Wars you also have scopes and stuff, nevertheless there is an aim move action, which grants you a bonus die, which is also stackable.
The fusion? Which fusion is that? Wait, you need a fusion to aim a weapon? "You don't hit, please take your time to aim" - "I don't know how to do that, I can only shoot from the hip, because my rifle does not contain a fancy magic..". Sounds stupid to me..there should be an aim action ;)