Supplement Four
SOC-14 5K
It's not really a burden for players to figure out what their to-hit mod is. They know range and their target's armor already, and two lookups on one-row tables doesn't slow human brains down.
That's right. That's what I tried to show with the bottom card above.
My players always pre-figured the modifiers that they would always use. You just need to combine your Advantaged/Disadvantaged mod with your Range mod, giving you a solid number. Add in Armor once you see the target.
Medium Range: Most of your gun combats will happen at this range.
Short Range: Most of your brawling combats will happen at this range.
Then, you've got the "special" range categories.
Close Range: Only used when characters are physically touching, which doesn't happen often. Like when a thief sneaks up on a guard and slips a blade around his neck. That's Close Range.
Long Range: Used only for outside, long distance encounters. If your targets are at the other end of the football field, combat probably won't happen unless you have rifles. This range is used for military skirmishes.
Very Long Range: And, this is used for snipers and such. Firing from a high altitiude, as from an air/raft would use this range.
So, you want to pre-figure Short and Medium range. You can also pre-figure Long range (or even all ranges), but you won't use them that often.
If you have a brawling weapon, then you'll prefigure Close and Short range.
Do this, and the player only has to add in his target's Armor mod when he makes an attack throw. Makes this process slick as wet ice on a frozen moon.
