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.
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
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.
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.
When a Check is needed, use this order.
Step | Procedure |
|---|---|
| What is the character actually doing? |
| Is it possible? What tools, training, time, position, and risk matter? |
| Use the Ability that best fits the approach. |
| Most uncertain actions use TN 10. |
| Use only if a strong separate circumstance helps or hinders. |
| The result changes the situation. |
Fast. Clear. Fiction first.
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).
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.
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
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.
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.
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.
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.