What is Ironsworn?
Ironsworn supports perilous journeys driven by vows, with options for solo, cooperative and guided play. The action roll puts a character-facing score against two separate challenge dice. That makes it different from adding three dice together, even though the tray contains only three objects. Matches on the challenge dice can also invite interesting fictional developments beyond the simple hit count.
How to use the presets
Use the action preset: one d6 in the first group and two challenge d10 in the second. Enter the appropriate stat and adds as modifiers to the action die. The action score is capped at ten, then compared strictly against each challenge die. Beating both is a strong hit, beating one is a weak hit and beating neither is a miss. The tool flags matching challenge dice but does not write the consequence.
Action die four plus a stat of two gives six. Against five and six, it beats only the five and produces a weak hit.
Practical table tips
- Keep the challenge dice out of the modifier calculation. They are opposition to compare with, not part of the action score.
- Decide whether to burn momentum using the actual rules. The automatic hit label describes the roll before any momentum intervention.
- For a progress move, do not reuse the action preset blindly. Progress rolls follow a different procedure and need the relevant track score.
Ironsworn dice FAQ
Do ties beat a challenge die?
No. The action score must be higher.
Why does the score stop at ten?
The original action-score cap applies after the stat and adds. This preset enforces it.
Does it support progress rolls?
Not as a dedicated automated mode. Use the correct progress procedure instead of adding an action d6.
Momentum, progress moves, assets, tracks and the fictional meaning of matches remain manual.
Independent, unofficial dice aid. Game names identify the intended use; their publishers do not endorse this page. These original explanations are not a replacement for the rules.
