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Ranger
Do the modifiers for a target being hidden and for full darkness stack? I would think not, but since they are listed separately, maybe they do.

The Blind Fighting maneuver from Arsenal specifically states that it works against hidden targets (blind fire) in melee, but says nothing about working in full darkness. It seems to me that this maneuver should help in full darkness as well, since it's all about being good at hitting things that you can't see. Is this an oversight, or does it really only work against hidden targets, and not help in full darkness?

Do the "Target has partial cover" and "Target has good cover" modifiers apply to melee combat, or only to ranged combat?
Fortune
The sidebar on page 55 of the SR4 rule book goes into this type of thing.

QUOTE (SR4 pg. 55)
EYEBALLING MODIFIERS

Let's face it: while modifiers help to add realism to a game, they can also bog down gameplay when you have to consult a big list of possibilities and do a bunch of math. If you seek a sleeker and more fluid style of play, try one of the following options:

Adjust the Threshold: Rather than counting modifiers, tell the player to make a standard test without modifiers and simply adjust the threshold to account for how you think modifiers would affect the difficulty. Note that this only works for Success Tests and Extended Tests.

Use the Most Severe Modifier: Instead of accounting for every potential modifier that could affect a test, quickly identify only what the most severe modifying circumstance is, and just apply that one. If it's a situation where you feel a lot of additional modifiers may apply, increase it by 1 or 2 according to your gut feeling. This should allow you to seize upon a single modifïer quickly rather than accounting for all of the possible affecting elements.

For example, let's say you want a character to make a Perception + Intuition Test to notice a clue left in a room. Rather than looking up the Perception Test modifiers, the GM decides that the biggest modifying factor is that the room is dark, and applies a +3 modifier for that alone. If a lot of other modifiers might also apply (the character is wounded, the clue is partially hidden under something else, the character knows what he's looking for, etc.), the gamemaster can simply nudge the modifier up to +4 or +5 depending on his 'eyeballing' of the situation, rather than looking all of the modifiers up.
jklst14
I would say that Full Darkness and Target Hidden do not stack. Personally, I cap total visibility modifiers at -6 (not counting cover modifiers). So if a person with normal vision is shooting in Full Darkness (-6) and Heavy Smoke (-4) and I'd just apply a vision modifier of -6. Same guy with Partial Light (-2) and Heavy Smoke (-4), I'd also apply a -6.

I would allow Blind Fighting to work in Full Darkness.

In general, I wouldn't apply cover modifiers to melee combat. I can imagine a situation where you might choose to do so (i.e. two guys fighting in a dry cleaner's - where lots of hanging clothes are getting in the way or say a meatpacking facility where there are dangling sides of beef everywhere).
Ranger
Thanks for the replies.

What both of you said pretty much coincides regarding stacking the modifiers, and that makes complete sense to me, so I'll go with it. Thanks.

Blind Fighting: I was thinking the same, but asked anyway just to see if someone could think of some reason why it might not apply that I overlooked.

Cover in melee: I'm up in the air about that one. I figure that if I decide to apply it in melee (since I'm the GM), then it would apply equally to both combatants, unless some special circumstance allowed only one to be affected. But, again, I'm up in the air. Not sure. Oh well; I'll see what my players think.
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