The Attack Roll
To hit an enemy with a melee weapon the player must make an attack roll. To make an attack, your character must be within melee range of the opponent. The target's AC is subtracted from your character's THAC0 (giving a modified THAC0). Then a d20 is rolled. Add or subtract all attack roll modifiers from the d20, including those from Strength. If the modified d20 roll is equal to or greater than the modified THAC0, the attack hits and damage is rolled.
For example, Hazeem has a hit probability modifier of -3. His THAC0 is 18, meaning he must roll an 18 or better in order to hit a creature of Armor Class 0. Hazeem is attacking an orc with an Armor Class of 6. His attack roll needs to be 12 (18-6=12) in order to hit the orc. This is made more difficult due to Hazeem's penalty (-3) for having low Strength.
Attack Modifiers
Strength applies a modifier to hit with bows (but not crossbows) and melee weapons. Dexterity applies a modifier to hit with all bows and hurled weapons. There is no limit to the modifiers added to an attack roll.
Several situations may modify the attack roll.
Movement and Melee Attacks
Combatants can move half their movement value in tens of feet and attack during the same round. Characters can split up their movement however they would like.
Charge
A character can charge his opponent, increasing his movement value in tens of feet by 50% and giving him a +2 bonus to his first melee attack. Charging gives the target a −2 bonus to his initiative roll (possibly allowing the target to move before the attacker moves), negates the attacker’s dexterity bonus to AC, and inflicts a +1 penalty to the attacker’s AC during the round the charge occurs.
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