Quote Originally Posted by minSim
Quote Originally Posted by Renton
The four ranges are determined by the resultant play that is optimal for the range as a whole.

Subranges A, B, C, and D are directly adjacent in terms of playability/strength (i.e. the bottom of 'A' borders with the top of 'B'). All of the hands in a given subrange should be played the same (barring randomizing your play), and this is how the range is defined.
Shouldn't you have more subranges, if you link them to playability?

The way it is, you suggest there's only 4 possible plays. But when we're OOP there are a lot more (c/f, c/c, c/r, b/f, b/c)
When we're a bit deeper, theres even more like c/r/f, c/r/c, b/c, b/shove)

Especially the difference between made hands and draws I don't see coming back into the subranges, and would expect to.
Let alone the 'strongness' of the draw. (i.e. a monster draw is still something else as a nut hand, as a real nut hand we should consider slowplaying from time to time). A monster draw is still something else than a weak draw, as a monster draw you sometimes want to c/r, while leading a weak draw. etc.
I think having strong draws in group A and weak draws in group B works in most scenarios. Its really about thinking on step ahead. Once you are thinking two or more, then things become more complicated and that goes outside the scope of this.