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 [[Armor List|armor class]].
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[[File:Roll to Hit.jpg|right|525px|thumb]]
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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 when the character's dexterity is less than 19.
 
::* Charging: the attacks of charging combatants are accomplished with bonuses to hit and damage, depending upon a variety of circumstances.
 
::* Cover: defenses offered by fortifications, vegetation or terrain can offer varying attack modifiers depending on the position of the combatant.
 
Dexterity: subtracts or adds to the attack die when using missile weapons, depending on the strength of the attacker.
 
Grenade Missiles: special rules in which the target is sometimes not the defender but the hex itself. Typically the attacker need only hit armor class 10 to have a direct effect.
 
Groggy: typically when not yet awake from sleep; -2 to hit.
 
Helpless Defenders: creatures that are magically held, paralyzed or sleeping with no chance of arousal will be hit at will by a combatant without any need to roll attack, causing damage directly. This damage will, in some cases, dispel the holding spell and in all cases awaken sleeping defenders.
 
Invisibility: where an invisible defender has given no indication whatsoever regarding their presence - remembering that in normal invisibility, to do so would dispel the effect - the attack die has a modifier of -8. With improved invisibility, attacking at the moment when the invisible defender has taken an action is done at -2. If the invisible defender then withdraws, attacks are again done at -8. If the correct hex with the invisible defender is identified, attacks are done at -4. No % bonus is given for leveled persons to identify invisibility according to their experience.
 
Magic: offers a wide range of modifiers to both attackers and defenders, too many to describe here.
 
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. See Illumination.
 
Multiple Defenders in One Hex: when attacking a hex with two defenders in it (when neither are adequately skilled at Tactics), attacks are done at +2.
 
Paladin Class: paladins are continuously protected by protection from malevolence, subtracting 2 from all attacks against them.
 
Rear & Flank Attacks: rear attacks normally receive a +2 bonus to attack; thieves and assassins will receive +4 when the opponent is surprised. Flank attacks receive a +1 bonus to attack.
 
Spell (defensive): may subtract from the attack die, when employing spells such as protection from malevolence, barkskin, stoneskin, armor or phantom armor. Spells such as mirror image may cause the attack die to fail due to striking an illusion. See invisibility, above.
 
Spell (touching to discharge): spells that bestow an effect by touching need only hit AC 10 to affect an opponent, regardless of the opponent's armor class.
 
Spell (offensive): may add to the attack die, in the form of weapon bonuses (flame blade, spiritual hammer) or by increasing an attribute of the attacker (strength). Chromatic orb can affect opponents like a grenade missile (see above).
 
Strength: subtracts or adds to the attack die when using hand-to-hand weapons, depending on the strength possessed by the attacker.
 
  
See Attacking in Combat
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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.
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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.
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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.
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:* '''[[Fighting Blind]]:''' Imposes a -8 penalty on all attack rolls.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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These modifiers ensure that combat in AD&D is influenced by a wide range of factors, rewarding strategic thinking and preparation. Knowing how to leverage these modifiers can turn the tide of battle, emphasizing the importance of tactics and environmental awareness in gameplay.
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See [[Attacking in Combat]]
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[[Category: Reviewed]]

Latest revision as of 18:46, 30 January 2025

Roll to Hit.jpg

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.
  • 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.
  • 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.


These modifiers ensure that combat in AD&D is influenced by a wide range of factors, rewarding strategic thinking and preparation. Knowing how to leverage these modifiers can turn the tide of battle, emphasizing the importance of tactics and environmental awareness in gameplay.


See Attacking in Combat