Looking for opinions on this new mechanic for disadvantages. It would simplify the disad descriptions because they would no longer require a defense test when invoked…
There are two ways to bring your disadvantages into play.
1. Invoking a Disadvantage
This method is completely in yours, or the GM's hands. Anytime, before you make a test, you or the GM can suggest invoking one of your disadvantages. When this is done, you enter a "Disadvantaged State."
2. Critical Dice Failure "Snake Eyes"
Anytime you get a natural result of two on your dice roll, you and the GM must try to invoke one of your disadvantages, sending you into a "Disadvantaged State."
If you can find no disadvantage that applies, you don't have to enter the Disadvantaged State, but you get no chance to earn a fate point either.
Whenever you enter this state, the GM gains a one-time ability to impose a negative 1d6 modifier to one of your future tests in the current scene. This choice can, and often should, be made by the GM after you roll, for maximum negative effect.
Once the scene ends, or the negative modifier has been applied, your Disadvantaged State ends as well.
Refusing a Disadvantage
There may be times when you roll a snake eyes, that you really don't want to be disadvantaged. You can choose to Refuse the disadvantage for the scene, but the next time you are disadvantaged, the GM gets two opportunities to apply the -1d6 before your disadvantaged state ends.
There is no penalty for refusing a disadvantage invoked by the GM.