# Difficulties

<table border="1" id="bkmrk-difficulty-of-the-ac" style="border-collapse: collapse; width: 100%; height: 255.816px;"><colgroup><col style="width: 72.2907%;"></col><col style="width: 27.5994%;"></col></colgroup><tbody><tr style="height: 29.8785px;"><td style="height: 29.8785px;">**Difficulty of the Action**</td><td style="height: 29.8785px;">**Required Success**</td></tr><tr style="height: 29.8785px;"><td style="height: 29.8785px;">**Routine** (striking a stationary target, convincing a loyal friend to help you)</td><td style="height: 29.8785px;">1</td></tr><tr style="height: 29.8785px;"><td style="height: 29.8785px;">**Straightforward** (seducing someone who’s already in the mood, intimidating a weakling)</td><td style="height: 29.8785px;">2</td></tr><tr style="height: 29.8785px;"><td style="height: 29.8785px;">**Moderate** (replacing a car’s sound system, walking a tightrope)</td><td style="height: 29.8785px;">3</td></tr><tr style="height: 29.8785px;"><td style="height: 29.8785px;">**Challenging** (locating the source of a whisper, creating a memorable piece of art)c</td><td style="height: 29.8785px;">4</td></tr><tr style="height: 29.8785px;"><td style="height: 29.8785px;">**Hard** (convincing a cop that this isn’t your cocaine, rebuilding a wrecked engine block)</td><td style="height: 29.8785px;">5</td></tr><tr style="height: 29.8785px;"><td style="height: 29.8785px;">**Very Hard** (running across a tightrope while under fire, calming a hostile and violent mob)</td><td style="height: 29.8785px;">6</td></tr><tr style="height: 46.6667px;"><td style="height: 46.6667px;">**Nearly Impossible** (finding one specific homeless person in Los Angeles in one night, flawlessly reciting a long text in a language you don’t speak)</td><td style="height: 46.6667px;">7+</td></tr></tbody></table>

##### **<span style="text-decoration: underline;">Automatic Wins:</span>**

 If a character’s dice pool is twice the task’s Difficulty, the Storyteller may opt to rule that the character wins automatically without a dice roll. Automatic wins streamline play and reduce distracting rules interludes. Apply them vigorously, especially outside of combat or for tests where character failure is boring: information-gathering tests, conversation-openers, or gambits that open up the scene or let it move forward dramatically.

Automatic wins seldom apply in combat or other stressful situations. A Storyteller willing to speed up opening rounds or to blow through a location they didn’t intend to be challenging, might allow automatic wins against mooks and nameless obstacle humans: renta-cops in the office lobby, not real cops in the streets.