Difference between revisions of "THAC0"
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|+Attacker's [[Experience Level|Level]]/[[Hit Dice]] | |+Attacker's [[Experience Level|Level]]/[[Hit Dice]] | ||
! Attacker !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th !! 10th !! 11th !! 12th !! 13th !! 14th !! 15th !! 16th+ | ! Attacker !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th !! 10th !! 11th !! 12th !! 13th !! 14th !! 15th !! 16th+ | ||
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| [[Monster]] or<br> [[Combat Training|Combat trained]] || 20 || 20 || 19 || 18 || 18 || 17 || 17 || 16 || 15 || 15 || 14 || 14 || 13 || 12 || 12 || 11 | | [[Monster]] or<br> [[Combat Training|Combat trained]] || 20 || 20 || 19 || 18 || 18 || 17 || 17 || 16 || 15 || 15 || 14 || 14 || 13 || 12 || 12 || 11 | ||
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+ | An acronym for '''[[Roll to Hit|To Hit]] [[Armour Class]] Zero''' with the number "0" used as the final letter. 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 List|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. | The table reflects the lack of [[Weapons List|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. |
Revision as of 01:18, 30 July 2020
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 Zero with the number "0" used as the final letter. 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