Ironsworn generally has two kinds of dice rolls in play: action rolls and progress rolls.
Progress rolls are static, and use the number of progress boxes you've filled in through play (ranging from 0 to 10), comparing that 'progress score' to two challenge dice, each of which is a d10. The challenge dice win ties. For each challenge die that your progress score fails to beat, you suffer one outcome level worse (from Strong Hit to Weak Hit with one challenge die, and from Weak Hit to Miss if a second challenge die proves to be insurmountable.)
Action rolls are a bit more involved; instead of using your progress score, you roll a d6 action die and add a stat you have (usually 1 or higher). The resulting action score doesn't ever exceed 10. The action score is compared to the challenge dice much like with a progress roll, with challenge dice beating ties and the quality of the outcome being reduced from a Strong Hit to a Weak Hit and then a Miss.
The action roll is also complicated by momentum, a metric running from -6 to +10 that can work against the challenge dice or against the action die.
- If momentum is negative (-1 to -6), then exact matches of the action die (the face of the die itself) are cancelled out, as if that particular face of the die read 0 instead.
- If momentum is positive (2* to 10), then it can be used to cancel any challenge dice lower than the momentum score; they don't count against your outcome, even if they beat your action score. (* Because a challenge die can't get cancelled by a momentum score that matches it exactly, momentum scores of 0 and 1 have no meaningful consequence.)
I can't wrap my head around the script needed to instruct Anydice to tell me the odds that any given roll (for an input progress score, and for an input action roll bonus and momentum score) is going to be a Strong Hit, Weak Hit, or Miss.
Which functions of Anydice do I need to get a grasp on to put action rolls together?