Iron & Myth is played from the fiction first.
The player describes what their character does.
The Referee describes how the world responds.
Most actions do not need rules. If the answer is clear, the Referee answers from the fiction.
When the outcome is uncertain and failure matters, make a Check.
Play moves as a conversation.
The Referee describes the situation.
The players ask questions and say what their characters do.
The Referee decides what happens.
If the outcome is uncertain and failure matters, the Referee calls for a Check.
The result changes the situation.
The player acts.
The world answers.
Characters do not press buttons on a sheet.
Players describe what their characters actually do:
“I wedge my spear under the door and try to lift the bar.”
“I listen at the shrine wall for movement beyond.”
“I show the guard my old campaign badge and speak to him as one soldier to another.”
“I scatter salt across the threshold before the dead thing crosses.”
The Referee uses the fiction to decide whether the action works, fails, needs more information, or requires a Check.
Make a Check only when all three are true:
Question | Meaning |
|---|---|
Is there risk? | Failure matters. |
Is it possible? | The character can attempt it in the fiction. |
Will the result change the situation? | Success or failure matters at the table. |
If the answer is yes, make a Check.
If not, the Referee answers from the fiction.
Do not roll to make the obvious uncertain.
Do not roll to make the impossible possible.
A Check resolves an uncertain action.
Roll:
Ability Die + Ability Die
Add both dice 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.
The Referee chooses the two Abilities that best fit the character’s approach.
The same Ability may be used twice.
Examples:
Action | Possible Check |
|---|---|
Break a chain | STR + STR |
Climb a wet wall | STR + AGI |
Pick a lock | AGI + LOR |
Resist poison | CON + CON |
Recall ancient lore | LOR + LOR |
Invoke a divine prayer | PRE + PRE |
Command frightened hirelings | PRE + PRE |
Intimidate with physical threat | STR + PRE |
These are examples, not fixed assignments.
The declared action matters.
Most uncertain actions use TN 10.
Difficulty | TN |
|---|---|
Easy | 6 |
Standard | 10 |
Hard | 14 |
Dire | 16 |
The TN reflects the situation, not the character.
A hard lock is hard.
A narrow ledge is narrow.
A storm makes the climb worse.
Tools, Background, training, time, position, and approach may remove the need for a Check, make the attempt possible, grant a Boon, impose a Bane, or change the TN.
A Boon represents strong help.
A Bane represents strong hindrance.
With a Boon, roll:
Ability Die + Ability Die + d10
Keep the highest two dice.
With a Bane, roll:
Ability Die + Ability Die + d10
Keep the lowest two dice.
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.
Result | Outcome |
|---|---|
Total ≥ TN | Success |
Total < TN | Failure, cost, or consequence |
Doubles ≥ TN | Critical Success |
Snake Eyes, 1:1 | Fumble |
A Critical Success means the action succeeds with exceptional force, speed, insight, or effect.
A Fumble means the action goes badly wrong and creates a serious complication, danger, loss, exposure, or hard choice.
Failure should change the situation.
Do not let failure mean nothing.
Characters have Rank 1–6.
Rank measures experience, training, reputation, and growth.
Rank is not rolled for Checks.
When a character gains a Rank, they gain new class features, Tradition skills, or other benefits from their class.
Abilities determine what characters roll.
Rank determines how they grow.
Roll less.
Let clever play matter.
Do not hide simple answers behind dice.
Do not punish good ideas 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.