Take five dice and roll. Apply the Re-Rolls you get through Attributes, Advantage and Skills. Succeed, or fail. That is the normal way to decide the outcome of a tricky situation in Satisfiction.

But sometimes, the circumstances are too complicated to be resolved by one roll, or the situation begs for a different approach. For these cases, this short chapter presents four variants that can spice up the process of rolling dice.

It covers Open Rolls without risk, Comparative Rolls for simple versus checks, the Time-Consuming Task for longer processes as well as the Duelling Task for extended struggles.

Both the Time-Consuming Task and the Duelling Task need several rolls to be completed and with each roll, some time passes. They take place while other events unfold simultaneously.

Open Rolls

<aside> 🪶 GM needs to set

Open rolls don’t have a clear margin of failure or success. They can be used to establish how you perform at a given Task. They can be used as a passive reaction, just like a Check.

To do an open roll, the GM needs to know for herself what there is to gain with each additional success. She also sets an Attribute. Then the player rolls and the successes are counted. Each one improves the result. This can be used in various situations, like attacking unsuspecting enemies or establishing what a player notices when they enter a new area.

<aside> 📜 *Jane leads the group through the bandit-ridden forest. As they stumble over a deserted camp, Jane wants to search for clues. The GM makes this an open roll of wisdom. In her head, she thinks of rewards for each new success. Two Successes: You know where they went Three Successes: You know how many there are Four Successes: You find something valuable they left behind Five Successes: Your complete understanding of the situation allows you to avoid these bandits or prepare an ambush.

Now all that’s left is for Jane to roll an we’ll see what she discovers.*

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To use this passively, name a price that is to be paid, which can be reduced by rolling successes:

<aside> 📜 Rand loses his balance while crossing the narrow, slippery bridge. He falls into the wild ravine beneath, where a swift river flows through the tight space between the rocks. If he hits a boulder, this could be his end! The GM rules that Rand could well take a mortal wound here, but he can roll with volition to save himself. Each success beyond the first reduces the severity of the wound he suffers by one. Rand has one volition and can use his Agility Skill to react quickly. He rolls three successes, reducing the wound to a medium one. He just needs to keep his head above the water now.

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Comparative Rolls

<aside> 🪶 GM needs to set

The defending party rolls to determine the risk, the aggressor rolls to beat it.

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If you find yourself in a situation where two Characters oppose each other directly, you can resolve this conflict by making two rolls. Use this only for important Characters that have Attributes.

This kind of roll is very useful to settle disputes within your group of players.

First, the passive or defending player rolls to set the Risk. Then the party that initiated the conflict rolls against that Risk to determine who succeeds. If the attacking party can match the Risk set up by the defender, they succeed in their endeavour.

<aside> 🪶 Don’t forget that you’re a companionship with a common goal. While it can be fun to have a little squabble within the player group, this game is meant to be played in a cooperative fashion.

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Be aware that this is no undisputed victory, though. If there are no excess successes, the GM might introduce a caveat - maybe a suspicion has arisen, or a bystander opposes what has happened.

Often enough, it makes sense for the GM to choose two different Attributes for each of the two rolls, for example it someone wants to spot what another is trying to hide.

Fitting Tasks are