Difference between revisions of "THAC0"

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| [[Thief (class)|Thief]] || 21 || 21 || 20 || 20 || 19 || 19 || 18 || 18 || 17 || 16 || 16 || 15 || 14 || 14 || 13 || 13
 
| [[Thief (class)|Thief]] || 21 || 21 || 20 || 20 || 19 || 19 || 18 || 18 || 17 || 16 || 16 || 15 || 14 || 14 || 13 || 13
 
|-
 
|-
| [[Monster]], [[Men-at-Arms]]<br> & Hardened Commoner || 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
 
|-
 
|-
 
|}
 
|}
  
 
The table reflects the lack of combat experience
 
The table reflects the lack of combat experience

Revision as of 01:11, 30 July 2020

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.

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
Monster or
Combat trained
20 20 19 18 18 17 17 16 15 15 14 14 13 12 12 11

The table reflects the lack of combat experience