THAC0

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Attacker's Level/Hit Dice
Attacker 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th+
Assassin 20 19 19 18 17 16 15 15 14 13 12 11 11 10 10
Bard 21 20 20 20 19 18 18 17 17 16 16 15 15 14 14 13
Cleric 20 20 19 18 18 17 16 16 15 14 14 13 12 12 11 11
Druid 20 20 19 19 18 18 17 16 16 15 14 14 13 13 12 12
Fighter, Paladin
or Ranger
20 19 18 17 16 15 14 13 12 12 11 10 10 9 8 8
Illusionist
or Mage
21 21 20 20 20 19 19 18 18 17 17 16 16 15 15 14
Monk 20 19 19 18 17 17 16 15 14 13 12 12 11 10 10 9
Thief 21 21 20 20 19 19 18 18 17 16 16 15 14 14 13 13
Commoner 21
Monster or
Combat-trained
20 20 19 18 18 17 17 16 15 15 14 14 13 12 12 11

An acronym for To Hit Armour Class 0 (zero). The number required to hit a zero armour class (AC) on a d20 is used to count backwards as the number for AC increases. For example, a combatant needing a 17 to hit AC 0 would need a 16 to hit AC 1, a 15 to hit AC 2, a 14 to hit AC 3 and so on. The number to hit equals the target's THAC0 minus the target's AC.

The table reflects the lack of weapons training that some classes have over others, even compared to monsters (who have no training unless they're also levelled). With humanoid monsters that have experience levels, use the number that is best between their hit die and level.


See Also,
Attacking in Combat
Combat