Core Resolution

2dx System

When the outcome is uncertain and failure matters, make a Check.

Iron & Myth uses one basic method for uncertain actions:

Ability+ Ability Die

Roll both dice and add them together.

If the total equals or exceeds the TN, the action succeeds.

If the total is lower than the TN, the action fails, succeeds at a cost, or creates a consequence, as the Referee decides.

TN means Target Number.

Result

Outcome

Total ≥ TN

Success

Total < TN

Failure, cost, or consequence

Doubles ≥ TN

Critical Success

Snake Eyes 1:1

Fumble

A Critical Success occurs when the kept dice show the same number and the total equals or exceeds the TN.

A Fumble occurs when the kept dice both show 1.

The Three Questions

Before dice are rolled, answer these questions.

Question

Meaning

Is there risk?

If failure does not matter, do not roll.

Is it possible?

If the action is impossible, the fiction must change first.

What shapes the Check?

Choose the Ability, set the TN, and apply any Boon or Bane.

The player describes the action.

The Referee answers from the fiction








The Dice

Iron & Myth uses four types of dice:

Die

Name

d6

six-sided die

d8

eight-sided die

d10

ten-sided die

d12

twelve-sided die

Iron & Myth does not use d4s or d20s.

A Check uses two dice:

The two abilities that best represent the action.

Roll the Rank Die and the Ability Die together, then add the results.




Ability Die

The Ability Die is based on the Ability used for the Check.

Ability Die

Rating

d12

Defining

d10

Strong

d8

Capable

d6

Wounded

A d8 is not weak. It means the character is capable.

A d10 is a strong ability.

A d12 is one of the character’s defining abilities.

A d6 means the Ability has been reduced by a Wound.




Resolution Order

When a Check is needed, use this order.

Step

Procedure

  1. Declare the action

What is the character actually doing?

  1. Check the fiction

Is it possible? What tools, training, time, position, and risk matter?

  1. Choose the Ability

Use the Ability that best fits the approach.

  1. Set the TN

Most uncertain actions use TN 10.

  1. Apply Boon or Bane

Use only if a strong separate circumstance helps or hinders.

  1. Roll and resolve

The result changes the situation.

Fast. Clear. Fiction first.

Target Numbers

The Referee sets the TN when a Check is needed.

Use these TNs:

Difficulty

TN

Easy

6

Standard

10

Hard

14

Dire

20

Most uncertain actions use TN 10.

The TN reflects the situation, not the character.

For full guidance, see Target Numbers (TN).

Boons and Banes

A Boon represents strong help.

A Bane represents strong hindrance.

Boons and Banes always use a d10.


Boon

When you have a Boon, roll: Rank Die + Ability Die + d10

Keep the highest two dice and add them together.


Bane

When you have a Bane, roll: Rank Die + Ability Die + d10

Keep the lowest two dice and add them together.


  • Boons and Banes cancel before rolling.

  • Boons do not stack.

  • Banes do not stack.

  • Boons and Banes apply to Checks.

  • They do not apply to weapon damage.

For full guidance, see Boons and Banes.


Critical Success

A Critical Success occurs when the kept dice show the same number and the total equals or exceeds the TN.

Examples:

TN

Examples

10

5:5, 6:6, 7:7, etc.

14

7:7, 8:8, 9:9, etc.

16

8:8, 9:9, 10:10, etc.

A Critical Success means the character succeeds with exceptional force, speed, insight, advantage, or effect.

The Referee decides what extra benefit makes sense from the fiction.

A Critical Success may:

  • increase the effect

  • save time

  • reduce cost

  • improve position

  • reveal extra information

  • create an advantage

  • avoid a danger

  • open a new opportunity

Fumble

A Fumble occurs when the kept dice both show 1.

A Fumble means the action goes badly wrong.

The Referee introduces a serious complication, danger, loss, exposure, or hard choice.

A Fumble may:

  • damage or break gear

  • cost time or resources

  • expose the character to danger

  • worsen position

  • alert enemies

  • separate the party

  • reveal a hidden threat


  • force an immediate choice

A Fumble should follow from the fiction.

It should make the situation more dangerous, not merely punish the player.


Outcomes

A success means the character does what they set out to do.

A failure should change the situation.

Failure may:

  • create a consequence

  • cost time

  • use up resources

  • reveal danger

  • close off an approach

  • worsen position

  • succeed at a cost

Do not allow repeated Checks for the same action unless the fiction changes.

For full guidance, see Checks.

Core Principle

Do not roll to make the obvious uncertain.

Do not roll to make the impossible possible.

Let the fiction decide whether a Check is needed.

Let the dice decide what happens when the outcome is truly uncertain.

Referee Guidance

Roll less.

Make the fiction matter more.

Do not call for a Check when there is no risk.

Do not hide simple answers behind dice.

Do not punish clever play with unnecessary Checks.

Let tools, Background, training, position, time, and risk shape the ruling before the dice are picked up.

The dice decide whether the action works.

The fiction decides what the result means.