Re: Rules Change Discussion--Shaken
Well here's the thing I ran into when I made the change described above.
Generic roleplaying, SW or not, assumes a classic 4 character team where the "Fighter" is taking the punishment for the Wizard, then to a slightly lesser degree the theif, then to a slightly lesser degree the Cleric.
In generic roleplaying, you take your courageous paladin and you pile your heavy scale armor and your big heavy shield on her and you send her to hold the line. Or in another setting it's your cybernetically enhanced space marine guy with a laser sword. Or whatever.
I recall a long time ago seeing a very persuasive post from one of the Pinnacle personalities that the Combat Reflexes Edge was basically what they came up with to solve the "stun lock" problem for characters with this role, so you're right it wasn't supposed to be something everyone had to have.
The trouble in Deadlands is we all have pistols, and no one has armor. We can all attack anyone usually so there's no "holding the line" and no one is all that tough anyway.
I see the point everyone's making that a raise is really a success, but the thing you have to watch out for there is SW is a system where you always wish you had more in every attribute. If you want consistent raises on Shaken rolls, you should be raising Spirit and buying the appropiate Edges imho.
If success = raise, that player who put all his/her points in Spirit suddenly feels a little less rewarded. Gotta watch for that.
This message was last edited by the player at 12:30, Fri 27 Apr 2012.