My boys and I were playing around the other day with ranged combat (have not really rolled dice mechanics in a long time). It struck me then that hitting anyone in ranged combat can be quite a feat for the average mortal.
Most combats are at medium range, 5-50m. Pistols have a resounding poor chance of hitting at this range. Add in cover (-1 to -4 depending on what it is) and with even no armor a revolver is anywhere from -3 to -6 to hit. Add in armor values and pistols become quite useless at anything except short/close range. Perhaps I am missing something? It would seem an average man/solider would struggle to hit, especially since there is no "aim" action to improve accuracy (unless one uses telescopic/electronic sights, which for pistols are useless). Perhaps everyone in the Far Future uses Submachineguns?
Question 1: As a Referee how do you handle cover with a map-less/miniature-less game system? Abstract? Fiat (say a room with various trappings allows cover if one so wishes)? How do you reconcile this with a simultaneous combat system?
Question 2: Are most of your ranged combats close or at a distance? Do you find they draw out with most shots missing? Or are they fast and deadly? Or, perhaps non-existent?
At my police qualifications we shot our pistols cold at 20 yards as part of the requirements. I never had any trouble with that with .40SW or 9mm....but sometimes we would have an exercise where we shot at 40 yards just to see how that works. It felt like I was shooting a mortar. But..it could be done.
I wouldn't count on it under fire, though. Or at a moving target.
But then, anyone with experience in combat firearms will tell you that your pistol is for two things: close range combat and to fight your way to your rifle.
I try to always impress that on players if they object to how seemingly useless handguns are in Traveller. They work great in ship corridors, bars, alleyways, and dozens of places players have combat in far, far more often than places a rifle is better at (other than damage). It also depends a lot on the combat rules you use.
I have gone back to the Classic rules since they better break down range attenuation from just "effective" to close and short, which better represent handguns than the Striker/AHL rules do. I also emphasize to players how handguns are seen as more of a defensive weapon as opposed to a rifle or shotgun by a lot of people so that is why carrying one is low on the Law Levels. They are also largely concealable, and lightweight. Basically they are like explosive clubs and there are lots of reasons to use them in the game.
I also, long ago, introduced a general rule IMTU that openly carried handguns are not usually illegal. Combat type weapons and armor usually is in most urban areas.
That brought handguns back into the game and somewhat increased PC lifespans.
As for ranges, most combat happens from Close to Short ranges unless outside - then it can be anywhere. Like 70:30 or more.
Question 1: I very rarely run minis for any reason in Traveller. Not sure why, but it always seemed too cumbersome, though I have used butcher paper, protractors, and pencils to run a miniature-less plot-type ship combat if the players liked it.
I just keep track in my head and use some kind of markers to sort things out on the fly if needed. Usually there aren't more than 5-6 people playing so it isn't hard to do it that way. More than that and I'd use figures.
I also don't use simultaneous combat. I use initiative and then a firing order based on DEX with DM's for skills. I've found it works better since that sort of method is pretty much what everyone is used to and can do in their head. Most combats don't last more than 3-5 rounds, either, with one side's morale breaking for one reason or another, or everyone is out for the count.