But rolling 1s on an opposed roll should not increase stress or cause panic. Because an opposed roll is only made to see if someone elses roll succeeds. It shouldnt affect you directly.
You don't get additional stress for rolling 1's, at least I can't see where that rule comes from. You run the risk of panic if one or more of your stress dice comes up a 1 on the roll, but that doesn't automatically give you additional stress or mean that you panic.
You dont have to be that stressed. Being at 4 stress and rolling a 6 on the panic table is all it takes to lose your slow action. You can roll a 1 or a 6 and the results vary wildly. The sheer randomness of the panic table is part of the problem.
OK, so at 4 stress - which means you've already pushed 4 rolls (which is your own choice to do), or encountered 4 stressful events - you have a 1 in 6 chance of losing your slow action, that seems fine to me. As you get more stressed the chance increases, which also seems fine.
I disagree that it should take more than a fast action. If you shout at someone or slap them, thats the equivalent of a fast action. And you still have to make a successful command roll so its not even guaranteed.
And if someone is so traumatized that shouting or slapping them doesnt knock them out of it, then its going to take more than a slow action to fix whats wrong with them anyway. Theyre going to need multiple therapy and cuddling sessions.
Nope, a single fast action won't cut it. If you're barking an order at someone who is panicking, it generally won't get through first time. You'd need to attract their attention, make proper eye contact, and make sure the message got through. The slap is simply the start of the process, the attention grabber. hell, if you don't like thinking of it as a slow action, think of it as 2 fast actions, a quick slap/attention grab, and a barked order. It's still more than a single fast action. Remember as well that "Give Orders" is a slow action, because you have to make sure it's communicated effectively.
I'll point out that there's a specific officer talent that allows for command rolls as a fast action instead of a slow one - that's to give orders, but personally I'd allow it for stopping panic as well - and there's a specific general talent that (if you have it) reduces all panic rolls by 2. I imagine there will be further talents that help with stress in the upcoming supplements, and probably some optional rules as well.
The "therapy and cuddling sessions" come in for permanent mental trauma - which is dealt with after the session anyway - or in the "resting to reduce stress level" rules.
Panic isnt the coronavirus. People dont panic simply because other people are panicking.
Actually that's exactly how anxiety and panic work. Someone panics, they let out social cues as well as fear pheromones that everyone around them responds to. Mass hysteria is absolutely a thing.
However that doesnt mean other people panicking wont increase their stress and that added stress might cause them to reach a breaking point where they start panicking too.
Other people panicking should increase your stress but it shouldnt make you automatically panic. Automatic panicking a bad game mechanic that punishes people who manage their stress well.
If they've managed their stress well, they're unlikely to suffer too badly from a panic roll. If they've managed their stress well they probably won't get more than 11, which means they're likely freezing, seeking cover, or performing their action with a side effect of some sort. Given that 15+ is Catatonic, I feel fairly safe in assuming that the game creators feel that any stress level higher than 6 is heading rapidly towards the character's real breaking point.
I doubt very much that anyone would really bother to command a frozen character to "snap out of it", unless they had something important to bring to the fight and which has to be performed before the next round. Likewise, those seeking cover or screaming. It's only when you get to 13, 14 and 15 where the command roll really makes a difference in most circumstances because those effects last more than a single round.
Panic results 12-14 should add +1 stress to everyone but not make everyone automatically panic.
You're confusing making a panic roll with actually panicking. Just because you have to make a panic roll it doesn't follow that you will definitely panic. If you're already highly strung enough that you'll pretty much definitely panic badly, you're absolutely at the point where someone else panicking nearby will tip you over the edge.