Difference between revisions of "Roll to Hit"

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Describes the roll necessary to hit an opponent with a weapon, touch an opponent or — sometimes — to hit with a magically propelled force such as [[Melf's Arrow (spell)|Melf's arrow]] or [[Spiritual Hammer (spell)|spiritual hammer]]. The success of a given roll is determined by [[THAC0]], in which the chance to hit is determined by the attacker's [[Experience Level|experience level]] and the opponent's [[Armour Class|armour class]] (AC).
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'''Roll to hit''' refers to the d20 die roll required to successfully strike an opponent, whether using a weapon, physically touching an opponent, or launching a magically propelled force, such as [[Melf's Arrow (spell)|Melf's arrow]] or [[Spiritual Hammer (spell)|spiritual hammer]]. The outcome of this roll is determined by [[THAC0]], a system that calculates the chance to hit based on the attacker's [[Experience Level|experience level]] and the opponent's [[Armour Class|armour class]] (AC).
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A roll of 1, 2, or 20 carries special significance, invoking the rules for [[Critical Hits & Fumbles|critical hits and fumbles]]. These outcomes can dramatically affect combat, making such rolls noteworthy regardless of modifiers.
  
Note that rolls of 1, 2 or 20 are important as they invoke [[Critical Hits & Fumbles|critical hit & fumble]] rules.
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Penalties and bonuses to hit are applied either by modifying the die roll directly or by adjusting the number needed to hit. These modifiers are influenced by a variety of conditions, spells, and environmental factors. Below is a detailed list of common modifiers, which expand upon how these rules interact with the mechanics of AD&D:
  
Penalties and bonuses to hit modifies the die roll, or rather the number needed to hit. Below is a list of the most common modifiers (with expectations that this list will eventually be complete):
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:* '''[[Attacks with Two Weapons]]:''' When using a weapon in each hand, the attacker incurs penalties based on their [[Ability Stats|dexterity]] and other relevant stats. These penalties reflect the difficulty of coordinating dual attacks.
  
::* '''[[Attacks with Two Weapons]]:''' provides penalties to attacks with a weapon in each hand depending on the character's [[Ability Stats|ability stats]].
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:* '''[[Charging|Charging]]:''' Charging into combat grants a bonus to hit and [[Damage (hit points)|damage]] but may expose the attacker to counterattacks, depending on terrain and other circumstances.
  
::* '''[[Charging|Charging]]:''' the attacks of charging combatants are accomplished with bonuses to hit and [[Damage (hit points)|damage]], depending upon various circumstances.
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:* '''[[Cover (defense)|Cover]]:''' Defenses such as walls, vegetation, or natural terrain offer modifiers to the defender's AC. The degree of cover—partial, three-quarters, or total—determines the level of protection.
  
::* '''[[Cover (defense)|Cover]]:''' defenses offered by fortifications, vegetation or terrain can offer varying attack modifiers depending on the position of the combatant.
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:* '''[[Dexterity (ability stat)|Dexterity]]:''' This stat affects attack rolls when using [[Missile Weapons|missile weapons]], providing bonuses or penalties depending on the attacker’s dexterity score.
  
::* '''[[Dexterity (ability stat)|Dexterity]]:''' subtracts or adds to the attack die when using [[Missile Weapons|missile weapons]], depending on the ability stats of the attacker.
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:* '''[[Grenade-like Missiles]]:''' Attacks with items like grenades or flasks often target an area rather than a specific defender. In such cases, the attacker rolls to hit AC 10 for a direct effect, with deviation determining the actual impact location.
  
::* '''[[Grenade-like Missiles]]:''' special rules in which the target is sometimes not the defender but the [[Combat Hex|combat hex]]. Typically the attacker need only hit AC 10 to have a direct effect.
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:* '''Groggy:''' Characters suffer a -2 penalty to attack rolls when they have just [[Rouse Sleeping Creatures|awakened from sleep]]. This reflects their disorientation and sluggish reflexes.
  
::* '''Groggy:''' applies when the character initially [[Rouse Sleeping Creatures|awakes from sleep]]; -2 to hit.
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:* '''[[Helpless Defenders]]:''' Creatures that are [[Hold Person (spell)|magically held]], [[Paralysation (spell)|paralyzed]], or [[Sleep (spell)|asleep]] can be struck without requiring a roll to hit. In such cases, damage is applied automatically. If the damage disrupts the spell affecting the defender, such as through a [[Dispel Magic (spell)|dispel magic]] effect, the defender may be freed or awakened.
  
::* '''[[Helpless Defenders]]:''' creatures that are [[Hold Person (spell)|magically held]], [[Paralysation (spell)|paralysed]] or [[Sleep (spell)|sleeping]] can be hit without the combatant making a roll to hit, so that damage caused is automatic. This damage may [[Dispel Magic (spell)|dispel the spell]] affecting the recipient of the attack, freeing or awakening the defender.
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:* '''[[Illumination]]:''' The level of lighting significantly impacts combat. Dim light or darkness imposes penalties to hit, especially when using missile weapons. Bright light ensures normal accuracy.
  
::* '''[[Illumination]]:''' the amount of illumination and comparable darkness affects the chance of combatants to hit, particularly with missile weapons.
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:* '''[[Invisibility (spell)|Invisibility]]:''' Attacking an invisible opponent is nearly impossible without detection. Characters with [[Detect Hidden Creature (sage ability)|heightened senses]] may locate an invisible defender by sound or other subtle cues, allowing attacks at -4 to hit. Creatures with a translucent shimmer are attacked at -2. AD&D rules do not apply a percentage-based bonus to identifying invisible opponents based on level.
  
::* '''[[Invisibility (spell)|Invisibility]]:''' because of the nature of invisibility in the game, there is normally no chance of hitting an invisible creature if it is not detected.  Character with [[Detect Hidden Creature (sage ability)|heightened senses]] may enable a character to hear the creature breathing, however, so that attacks in such cases may be made at -4 to hit, with the skilled character being able to positively identify the invisible defender's hex. Characters that '''shimmer translucently''' are attacked at -2 to hit.  [''unlike AD&D specifies, no % bonus is given for leveled persons to identify invisibility according to their experience.'']
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:* '''Magic:''' Numerous spells provide attack and defense modifiers. Defensive spells include [[Protection from Malevolence (spell)|protection from malevolence]], [[Barkskin (spell)|barkskin]], [[Stoneskin (spell)|stoneskin]], [[Armour (spell)|armour]], and [[Phantom Armour (spell)|phantom armour]]. Offensive spells requiring a roll to hit include [[Melf's Arrow (spell)|Melf's arrow]], [[Spiritual Hammer (spell)|spiritual hammer]], [[Chromatic Orb (spell)|chromatic orb]], [[Magic Stone (spell)|magic stone]], and [[Shocking Grasp (spell)|shocking grasp]]. These spells generally ignore armour and target AC 10. Spells that enhance physical abilities, such as [[Strength (ability stat)|strength]] or enchanted weapon effects like [[Flame Blade (spell)|flame blade]] or [[Shillelagh (spell)|shillelagh]], roll to hit as usual.
  
::* '''Magic:''' many different spells offer adjustments to hit and damage that affect both attackers and defenders; adjustments are noted under their spell descriptions.  Noted defensive spells include [[Protection from Malevolence (spell)|protection from malevolence]], [[Barkskin (spell)|barkskin]], [[Stoneskin (spell)|stoneskin]], [[Armour (spell)|armour]] and [[Phantom Armour (spell)|phantom armour]]. Attack spells that include a roll to hit are Melf's arrow, spiritual hammer, [[Chromatic Orb (spell)|chromatic orb]], [[Magic Stone (spell)|magic stone]] and [[Shocking Grasp (spell)|shocking grasp]].  These spells ignore armour, so that attacks are made against AC 10.  Spells that adjust the abilities of the character or object ([[Strength (ability stat)|strength]], [[Flame Blade (spell)|flame blade]], [[Shillelagh (spell)|shillelagh]]) roll to hit normally.
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:* '''[[Multiple Defenders in One Hex]]:''' When attacking a hex containing two defenders (neither trained in [[Puissance (sage study)|Puissance]]), the attack roll gains a +2 bonus due to the crowded conditions.
  
::* '''[[Weapons List#Missile Ranges|Missile Ranges]]:''' when attacking opponents with missile weapons at a range of 2 hexes, the modifier is +1 for the attacker. Attacks at medium range are done at -2 and at long range at -5.
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:* '''[[Paladin (class)|Paladin Class]]:''' Paladins benefit from a continuous [[Protection from Malevolence (spell)|protection from malevolence]] effect, imposing a -2 penalty on attack rolls made against them.
  
::* '''[[Multiple Defenders in One Hex]]:''' when attacking a hex with two defenders in it (when neither are adequately skilled in [[Puissance (sage study)|Puissance]]), attacks are made at +2.
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:* '''[[Rear & Flank Attacks]]:''' Attacks made from the rear gain a +2 bonus. Thieves and assassins striking from behind during a surprise attack gain an additional +4 bonus. Flank attacks receive a +1 bonus.
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:* '''[[Strength (ability stat)|Strength Ability]]:''' Strength bonuses or penalties affect attack rolls when using melee weapons, based on the attacker's strength score.
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:* '''[[Weapons List#Missile Ranges|Missile Ranges]]:''' Attacks made with missile weapons are influenced by distance. Shots at close range (2 hexes) gain a +1 bonus, while medium-range attacks suffer a -2 penalty, and long-range attacks are made at -5.
  
::* '''[[Paladin (class)|Paladin Class]]:''' paladins are continuously protected by protection from malevolence, subtracting 2 from all attacks made against them.
 
  
::* '''[[Rear & Flank Attacks]]:''' rear attacks receive a +2 bonus to attack; thieves and assassins will receive +4 against the rear, when the opponent is surprised. Flank attacks receive a +1 bonus to attack.
 
  
::* '''[[Strength (ability stat)|Strength Ability]]:''' subtracts or adds to the attack die when using hand-to-hand weapons, depending on the attacker's strength.
 
  
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See [[Attacking in Combat]]
 
See [[Attacking in Combat]]

Revision as of 17:23, 28 January 2025

Roll to hit refers to the d20 die roll required to successfully strike an opponent, whether using a weapon, physically touching an opponent, or launching a magically propelled force, such as Melf's arrow or spiritual hammer. The outcome of this roll is determined by THAC0, a system that calculates the chance to hit based on the attacker's experience level and the opponent's armour class (AC).

A roll of 1, 2, or 20 carries special significance, invoking the rules for critical hits and fumbles. These outcomes can dramatically affect combat, making such rolls noteworthy regardless of modifiers.

Penalties and bonuses to hit are applied either by modifying the die roll directly or by adjusting the number needed to hit. These modifiers are influenced by a variety of conditions, spells, and environmental factors. Below is a detailed list of common modifiers, which expand upon how these rules interact with the mechanics of AD&D:

  • Attacks with Two Weapons: When using a weapon in each hand, the attacker incurs penalties based on their dexterity and other relevant stats. These penalties reflect the difficulty of coordinating dual attacks.
  • Charging: Charging into combat grants a bonus to hit and damage but may expose the attacker to counterattacks, depending on terrain and other circumstances.
  • Cover: Defenses such as walls, vegetation, or natural terrain offer modifiers to the defender's AC. The degree of cover—partial, three-quarters, or total—determines the level of protection.
  • Dexterity: This stat affects attack rolls when using missile weapons, providing bonuses or penalties depending on the attacker’s dexterity score.
  • Grenade-like Missiles: Attacks with items like grenades or flasks often target an area rather than a specific defender. In such cases, the attacker rolls to hit AC 10 for a direct effect, with deviation determining the actual impact location.
  • Groggy: Characters suffer a -2 penalty to attack rolls when they have just awakened from sleep. This reflects their disorientation and sluggish reflexes.
  • Helpless Defenders: Creatures that are magically held, paralyzed, or asleep can be struck without requiring a roll to hit. In such cases, damage is applied automatically. If the damage disrupts the spell affecting the defender, such as through a dispel magic effect, the defender may be freed or awakened.
  • Illumination: The level of lighting significantly impacts combat. Dim light or darkness imposes penalties to hit, especially when using missile weapons. Bright light ensures normal accuracy.
  • Invisibility: Attacking an invisible opponent is nearly impossible without detection. Characters with heightened senses may locate an invisible defender by sound or other subtle cues, allowing attacks at -4 to hit. Creatures with a translucent shimmer are attacked at -2. AD&D rules do not apply a percentage-based bonus to identifying invisible opponents based on level.
  • Rear & Flank Attacks: Attacks made from the rear gain a +2 bonus. Thieves and assassins striking from behind during a surprise attack gain an additional +4 bonus. Flank attacks receive a +1 bonus.
  • Strength Ability: Strength bonuses or penalties affect attack rolls when using melee weapons, based on the attacker's strength score.
  • Missile Ranges: Attacks made with missile weapons are influenced by distance. Shots at close range (2 hexes) gain a +1 bonus, while medium-range attacks suffer a -2 penalty, and long-range attacks are made at -5.



See Attacking in Combat