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 [[Armour Class|armour class]] (AC).
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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 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]]:''' 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