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.
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::* '''[[Dexterity (ability stat)|Dexterity]]:''' subtracts or adds to the attack die when using [[Weapons List|missile weapons]], depending on the ability stats of the attacker.
 
::* '''[[Dexterity (ability stat)|Dexterity]]:''' subtracts or adds to the attack die when using [[Weapons List|missile weapons]], depending on the ability stats of the attacker.
  
::* '''[[Grenade Missiles]]:''' special rules in which the target is sometimes not the defender but the [[Combat Hex|combat hex]]. Typically the attacker need only hit armor class 10 to have a direct effect.
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::* '''[[Grenade 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.
  
 
::* '''Groggy:''' applies when the character initially [[Rouse Sleeping Creatures|awakes from sleep]]; -2 to hit.
 
::* '''Groggy:''' applies when the character initially [[Rouse Sleeping Creatures|awakes from sleep]]; -2 to hit.
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::* '''[[Invisibility (spell)|Invisibility]]:''' if an invisible creature is detected but is not actually ''seen'', rolls to hit are made at -8. If the invisible defender's combat hex is positively identified, then attacks are made at -4. With [[Improved Invisibility (spell)|improved invisibility]], when the character shimmers translucently, attacks are made at -2. [''unlike AD&D specifies, no % bonus is given for leveled persons to identify invisibility according to their experience.'']
 
::* '''[[Invisibility (spell)|Invisibility]]:''' if an invisible creature is detected but is not actually ''seen'', rolls to hit are made at -8. If the invisible defender's combat hex is positively identified, then attacks are made at -4. With [[Improved Invisibility (spell)|improved invisibility]], when the character shimmers translucently, attacks are made at -2. [''unlike AD&D specifies, no % bonus is given for leveled persons to identify invisibility according to their experience.'']
  
::* '''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]], [[Armor (spell)|armor]] and [[Phantom Armor (spell)|phantom armor]]. 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 armor, 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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::* '''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.
  
 
::* '''[[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.
 
::* '''[[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.

Revision as of 17:25, 11 July 2020

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 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: if an invisible creature is detected but is not actually seen, rolls to hit are made at -8. If the invisible defender's combat hex is positively identified, then attacks are made at -4. With improved invisibility, when the character shimmers translucently, attacks are made at -2. [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