QUOTE (TheOneRonin @ Aug 13 2009, 04:05 PM)

Sure, reduce the chances for making the shot for the guy with a dice pool of 4 to start with. But not really compromise the average Deer/Elk Hunter using a scope.
I figured someone would mention thresholds. I'm working on that very thing right now. It's tough to find a balance between making the shots too easy and making them so hard that the 15 dice pool Samurai can't make them even under ideal situations.
The way Scopes work is damned annoying as well. I recently did some range shooting with a .223 Panther DPMS and a 14.5x Leupold Scope and even from a benchrest position, I got a lot of reticule bounce when I so much as breathed wrong. Yes, scopes make long-range targets easier to hit than iron sights, but they don't magically make 600 meter shots a piece of cake.
Consistency is the key. Benchrest is neat, but prone with a sandsock off a bipod is really the way to go. You don't get that annoying bounce; everything feels more controlled. Doing everything the same from cleaning (two wet patches, two passes with brush, two dry) to how you hold the rifle is essential.
If you get straight behind the gun, the recoil will be vertical. When the bipod leaves the ground, it will land in the same spot (or very close to it). From the shooter's perspective: 1) Look, breathe, pull, 2) BANG and short period of visual blackness, 3) work bolt and 4) look again and target will be somewhere in the reticle, usually a little bit right or left. If the distance is greater than 400 yards, you'll probably see the bullet strike (with 308 Winchester or similar ballistics). The "visual distance" changes depending upon velocity (time to target). If you get on that target ASAP after recoil, you can see it hit. However, a spotter is still better.
QUOTE
Yes, scopes make long-range targets easier to hit than iron sights, but they don't magically make 600 meter shots a piece of cake.
Actually, the right scope will make them a piece of cake
under controlled range conditions. It also depends upon the target and goal. Meaning, hitting a piece of steel the size of a human torso 18"w x24"h does make it easy. The first time I picked up one USMC 8541's custom AR-15 with PFI 660LR scope (http://www.rapidreticle.com/600lr.htm) I hit the target 28 out of 30 times. Two heavy gusts blew those 62 grain bullets off target. My results would have been vastly different in a real combat situation and I would have been very happy with a 20% hit rate.
But, turn that into a combat situation and "easy" goes to "hard". The "one shot-one kill" thing is so much BS (per Shep8541 on longrangeinternational.com) because of little things like mortars going off, people stomping around, tanks shooting and movement of the target. Yes, sometimes it does work out nicely, but in Fallujah, it was a bitch.
If you're going for tiny groups and score, the problem changes quite a bit.
In Shadowrun, it's clearly going to be set for a higher standard. It's all about choosing the gear for the game your character is playing. I can see necessity in extreme levels of precision since the character may only get one shot. That means level 3 vision magnification, level 3 vision enhancement (for finding things), smart links, precision rifles, match ammo and a spotter.
Spotters should add to the shooter's dice pool. Every success the spotter gets should add to the shooter's roll. A good spotter will call wind, mirage and distance correctly, as well as identify targets and have a good drawing of the area. He'll tell the shooter to make some adjustments. If the spotter called the variables correctly, the bullet will strike the target.
Dicewise, I would take the view of how many dice will it take to make a success? I believe it's typically three for one. If that's the case, then thresholding makes sense. Any hits past the threshold add to damage; those used by the threshold do not count.