From the Men of Romance system rules:
When a hero wants to try something difficult or important – anywhere that a failure could be interesting to the plot or flow of the game – a dice roll needs to be made to determine the degree of success. It is pointless to make the players roll for trivial actions on the part of their characters. These are romance heroes. They're already better than the average guy in many ways. So they certainly shouldn't have to make a check to see if they successfully drive to work or cook a meal or climb a wall. A hero should only have a chance of failure, and hence the player should only have to roll, if the action is more difficult than usual, if success would advance their romantic cause, or someone is opposing the action. In other words, they should only be asked to roll if they are driving to work at the hospital through a hurricane, or cooking a three-course gourmet meal to impress the heroine, or climbing a wall while the bad guys are trying to pull them down.
To make a success check on an action, the player forms a dice pool of d6s in consultation with the GM or with the other players in the GM-less variant.
Up to the point the dice are rolled, a player can choose to forfeit a roll in order to take an 'endearing failure'. The hero will fail at the task he is attempting, but the player gets to narrate the failure in way that makes him appear in a good light to the heroine. He can strengthen his connection to the heroine by 1 point.
It is always up to the GM to decide if a trait, hang-up, obstacle or connection is applicable to the situation or can be modified. Common modifications include subtracting the heroine's angst from their connection if that factors in, subtracting dice for external factors (such as the hurricane in the driving example) or saying that a hang-up only partially applies.
Successes are formed by matching complementary pairs – a 1 and a 6, a 2 and a 5, a 3 and a 4. This is a romance game. Opposites attract.
Each complementary pair is one success.