Wotan wrote:My experience might be atypical, but so far in my game (7 Acts worth now) the PCs have completely avoided KOs by smart (& co-operative) use of cards & miracles, so I might be vastly underestimating the value of Shock Immunity. The only time anyone's come close is through the use of abilities which cost shock to activate.
My experience has been similar. I've taken to rolling the villains individually. That helps spread the Shock around. It's been enough that my group has sometimes had to play that Second Wind card, and I even knocked someone out once.
While it's beautiful that TorgE retained the convenience of the many-on-one rules, it does limit the damage. After all, if you have four guys attack with one die roll, then beating their Toughness results in only 2 shock. If each villain attacks, then maybe two of them will hit for 4 shock. The many-on-one table is great for making the players feel like big damn heroes, but I feel there are moments where it is useful and moments where it's less useful.
I split up my attacks too. The cyberpriest with the armor of God? I throw everything at him; he can soak it if it does get through. The unarmored researcher with a 7 Strength? I roll many on one and secretly hope I don't make him explode with wounds.