Iron & Myth uses the 2dX system.
When a character attempts something dangerous, uncertain, or meaningful, roll:
Ability Die + Ability Die
Add the two dice together. If the total equals or exceeds the Target Number, the character succeeds.
If there is no danger, uncertainty, or meaningful consequence, do not roll. The character simply does it.
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.
Players declare what their characters actually do.
Speak in actions, not rules.
Say:
“I force the door.”
“I study the mural.”
“I listen at the passage.”
“I offer the guard a bribe.”
“I keep low and move through the shadows.”
Do not begin by asking to roll.
Say what your character does.
The Referee decides whether dice are needed.
The Referee judges the situation.
Ask:
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. |
If the action is simple, safe, obvious, or already solved by the fiction, it succeeds.
If the action is impossible by ordinary means, it fails unless something changes.
If the outcome is uncertain and failure matters, make a Check.
A Check is rolled against a Target Number, or TN.
Most uncertain actions use TN 10.
A Check may have a Boon or Bane when the fiction strongly helps or hinders the attempt.
The full rules for Checks, Target Numbers, Boon, and Bane are explained in their own sections.
The Referee describes what happens.
After the action is resolved, the Referee describes what happens.
If a Check was made, the result should change the situation.
On a success, the character does what they set out to do.
On a failure, something changes.
Failure may create a consequence, cost time or resources, reveal danger, close off an approach, or succeed at a cost.
Do not let failure mean nothing.
Play moves forward.
Roll only when all three are true:
the outcome is uncertain
failure matters
the result will change the situation
Do not roll to make the obvious uncertain.
Do not roll to make the impossible possible.
Background, training, tools, position, time, approach, and risk matter before dice are rolled.
A good plan may remove the need for a Check.
A poor position may make a Check harder.
The character sheet helps describe the character.
It does not replace player judgment, caution, or clever play..
Most uncertain actions use a Check.
Some parts of Iron & Myth use their own procedures.
Weapon attacks, Armor, reactions, magic, travel, resources, and Usage Dice are explained in their own sections.
For example, melee attacks do not use d20 attack rolls. In combat, a character usually rolls weapon damage directly. The combat rules explain misses, Critical Blows, Armor, and reactions.
Use Core Resolution when no more specific rule applies.
Use these pages when you need more detail:
Page | Use For |
|---|---|
The basic overview of uncertain actions. | |
How to roll, choose Abilities, and resolve success or failure. | |
How the Referee sets difficulty. | |
How strong help or hindrance modifies Checks. |
.