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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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).
  
 
Note that rolls of 1, 2 or 20 are important as they invoke [[Critical Hits & Fumbles|critical hit & fumble]] rules.
 
Note that rolls of 1, 2 or 20 are important as they invoke [[Critical Hits & Fumbles|critical hit & fumble]] rules.
  
 
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):
 
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):
::* 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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::* '''[[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]]:''' 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 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]]:''' 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]]:''' 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:''' 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)|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 amount of illumination and comparable darkness affects the chance of combatants to hit, particularly with missile weapons.
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::* '''[[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:''' 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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::* '''[[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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::* '''[[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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::* '''[[Paladin (class)|Paladin Class]]:''' paladins are continuously protected by protection from malevolence, subtracting 2 from all attacks made against them.
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::* '''[[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.
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::* '''[[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]]

Latest revision as of 13:04, 6 June 2022

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 or 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 and the opponent's armour class (AC).

Note that rolls of 1, 2 or 20 are important as they invoke critical hit & fumble rules.

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):

  • Charging: the attacks of charging combatants are accomplished with bonuses to hit and damage, depending upon various 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 ability stats of the attacker.
  • Grenade-like Missiles: special rules in which the target is sometimes not the defender but the combat hex. Typically the attacker need only hit AC 10 to have a direct effect.
  • Illumination: the amount of illumination and comparable darkness affects the chance of combatants to hit, particularly with missile weapons.
  • 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 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.]
  • 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.
  • 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: subtracts or adds to the attack die when using hand-to-hand weapons, depending on the attacker's strength.


See Attacking in Combat