Quote:
Originally Posted by sjmdw45
Roleplaying quirk-level disadvantages like Lechery works fine, but the mechanics of self-control rolls is where it all falls apart, because roleplay is complex and situational, whereas self-control rolls are simplistic and context-free.
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Well not really. What happens if you fail a self control roll isn't usually specified in any detail. The reason for that is the roll is to avoid the problem entirely, and the intended effect is if you fail it, you have to role play your problem even though you didn't want to in this scene. If you are [already] roleplaying your disadvantage to the satisfaction of the GM, you don't need to attempt a self control roll in the first place.
But yeah, distraction penalties are a pretty reasonable way of "playing" a disadvantage in a scene if you can't think of a better one, or your group dynamic means the GM needs to impose something mechanical.