Well, I've usually been playing by post on rpol.net where people can just write things. So someone might do something like (and I'm making this up off the top of my head, I'm not using anyone's "real" character:
QUOTE
Walter Green smacks one of his orc girls across the face, hard. "Don't you be telling me you didn't bring me no cred today!"
[Private message that only the GM can see:
6 Agility
6 Unarmed Combat
2 speciality: pimp slap
3 Martial Arts style: Pimping it Up!
3 standard pimp slap damage for Walter
20 total
And Walter uses parries any counterattack from her or one of the other girls with his knuckledusters and forearm guards -- 6 successes on parry and his body check soaks for 3 damage.]
Then, as a GM, I can see what their modifiers are, I can see how they're adding it up if I don't remember from last time and they can put that bunch of modifiers into their ScratchPad in the game and just copy/paste it into a post the next time they do some action. And then I roll for the orc and she gets lucky and soaks up like 8 damage so she's knocked unconscious, with 1 box of physical damage (the rest went to stun). That ho'll know to bring him some frakking nuyen tomorrow!
You may also notice that I rolled damage at the same time as an attack. Just use different colored dice, or roll in a different box or whatever. Roll as much as you can at the same time, speed things up.
When I play around a tabletop, we basically do the same thing. we don't right down the "normal" DV of an attack then add all the modifiers, we add in all the modifiers we "normally" use and that's the new normal DV for the attack. So, from then on, we only worry about any additional modifiers. In this example, we basically know that Walter would be rolling 20 dice for "every" pimp slap and we only have to worry about any "unnatural" modifiers, like wound penalties, the other person's reach negating his reach, etc.
I also tell my players at the start of a tabletop roleplaying session (in every genre, originally I started saying this when running high level D&D games), "If you surprise me with something in game, the answer is no. The answer will always be no. I am fully capable of forgetting everything you tell me and not metagaming, "Well, he'd win if I tried X so I won't try it". You may very well see my NPCs go into situations where I know they're going to lose because the NPC thinks they have the upper hand. So tell me right now about any super thing that I might find surprising, or any combination of things that's going to surprise me and make me take time to check out or the answer will just be no for tonight." So if a person suddenly says, "Oh, and my new power that I bought at the end of last session lets me roll 25 dice now, when I thought they'd be rolling lik 10 dice, if we didn't talk about it before hand, it's not happening (tonight at least, they should have brought it up before we started because that's a pretty significant jump and I can't remember off the top of my head how every piece of cyberwear interacts with the technomancer's simrig complex form that lets him function as a living tactical note while the magician's spell boosts everyone, it should have been brought up at the beginning, we're not going to spend time on it now, the game will go on as though they didn't have that piece of cyberware (but just for tonight).
Then, basically, people just roll their own stuff. When playing on a table, I can't see all the dice that people are rolling -- if they really want to cheat, it's not that difficult. I highly advocate that in combat, a player roll their dodge/parry/gymnastics at the same time as their attack (use more differently colored dice, roll in a different box, whatever). You know when you attack someone that you're likely to get attacked back, so just roll it now then subtract your defend hits from their attack hits when the counterattack comes.