Adventures

Hazards and Challenges

Climbing

When climbing in a difficult or pressured situation, the referee may require a DEX check to avoid falling.

Sheer Surfaces

Very steep or sheer surfaces are usually only possible to climb with specialized equipment. Some characters may have class abilities that allow them to attempt to climb such surfaces unaided.

Darkness

Characters usually want to bring a light source with them on underground expeditions. Typical light sources enable normal vision within a 30’ radius.

Infravision

All non-human monsters and many demihuman races have a special vision, allowing them to see in the dark. This is called infravision.

Heat tones: Characters with infravision can see heat tones, with warm objects (such as living creatures) appearing bright, cold objects as black, and cool objects as grey.

Reading: It is impossible to read in the dark with infravision because fine detail cannot be perceived.

Range: Infravision works within a limited range (60’ for monsters, unless specified otherwise in a monster’s description).

Disruption: Visible light (normal or magical) and large heat sources prevent infravision from functioning.

Light and Surprise

Parties carrying a light in a dark environment usually cannot surprise others (see Encounters) because the light gives away their presence.

Falling

Falling from a height onto a hard surface inflicts 1d6 damage per 10’ fallen.

Losing Direction

When traveling with a reliable guide, following a trail or river, or heading toward a prominent landmark, there is no risk of getting lost. Otherwise, there is a chance of getting lost in the untracked wilds.

The chance of the party becoming lost depends on the type of terrain being explored (see Wilderness Adventuring and Waterborne Adventuring.

Effects of Being Lost

If the party becomes lost, the referee will decide how far off course they are traveling (possibly at random). For example, if the party intends to head north, the referee may determine they are heading northeast.

It may take time for a lost party to realize it is moving in the wrong direction.

Starvation

Characters who go without food or water for a whole day or longer may begin to suffer penalties at the referee’s discretion, for example, attack penalties, reduced movement rate, more frequent need to rest, or a slow loss of hit points.

Swimming

Movement rate: Characters can swim at half their normal movement rate.

Who can swim: Unless there is an apparent reason why a character could not have learned to swim, it is assumed that all characters can swim.

Drowning

The circumstances in which drowning is a risk — as well as the chance of drowning — are judged by the referee.

Example circumstances: Swimming in treacherous water conditions, swimming while wearing armor or carrying heavy or awkward items, fighting in water.

Example chances of drowning: A character swimming in rough waters while wearing heavy armor and carrying a heavy load may have a 99% probability of drowning. A character in the same waters but wearing light armor and carrying a light load may only have a 10% probability of drowning.

Wandering Monsters

Besides the monsters placed explicitly in some areas of a dungeon or wilderness, PCs may randomly encounter monsters on the move between areas. These are known as wandering monsters.

See Dungeon Adventuring, Wilderness Adventuring, and Waterborne Adventuring for specific details.

Frequency: The referee should roll periodically to determine whether a wandering monster is encountered. The frequency of checks depends on the type of area being explored.

Chance: When a wandering monster check is made, the chance of a random encounter is usually 1-in-6. This chance may vary, depending on the area being explored (e.g., dungeon region or level, type of wilderness terrain).

Monster type: Each area should have a table of wandering monsters, which the referee rolls on when an encounter occurs.

Noise or light: If the party makes a lot of noise or carries bright light sources in a dark environment, the referee may increase the chance of encountering wandering monsters.

Hiding: If the party rests quietly in an out-of-the-way location, the referee may decrease the chance of encountering wandering monsters.

Dungeon Adventuring

Sequence of Play Per Turn

  1. Wandering monsters: The referee makes checks as applicable.
  2. Actions: The party decides what action to take (e.g., moving, searching, listening, entering rooms).
  3. Description: The referee describes what happens. If monsters are encountered, follow the procedure described in Encounters.
  4. End of turn: The referee updates time records, with special attention to light sources, spell durations, and the party’s need to rest.

Doors

Doors are common in many dungeons: some hidden, some obvious, some locked, and some stuck.

Searching for Secret Doors

Some doors are hidden or concealed. Adventurers may search a 10’ × 10’ area for secret doors (see Searching).

Chance of finding: If a character is searching in the right location, there is a 1-in-6 chance of finding a secret door. (Some types of adventurers may have an increased chance.)

Stuck Doors

Forcing: The chance of forcing open a stuck door depends on the character’s Strength (see Ability Scores).

Surprise: A failed attempt to force open a door eliminates any possibility of surprise (see Encounters) that the party may have against any monsters on the other side of the door.

Locked Doors

Locks may be picked by a character proficient with lock picks or opened by magic.

Doors Swinging Shut

Doors opened by adventurers (by whatever means) are likely to swing shut after they pass. To prevent this, doors may be held open using iron spikes or other wedges.

Monsters and Doors

Monsters living in the dungeon can usually open doors (even stuck ones) unless they are blocked, magically closed, or wedged shut with spikes.

Listening at Doors

Chance of success: PCs have a 1-in-6 chance of detecting subtle sounds beyond a door. (Some types of adventurers may have an increased chance of success.)

Referee rolls: The referee should always roll for the character listening so that the player never knows if the roll failed or if there simply is no sound behind the door.

One chance: Each character may only make one attempt to listen at each door.

Silent monsters: Some monsters (e.g., undead) cannot be detected by listening.

Movement

Exploring the unknown: When exploring unknown dungeon areas, characters can move their base movement rate in feet per turn. This prolonged rate of movement accounts for PCs exploring in a dark, unfamiliar environment, moving carefully and stealthily, and mapping their progress.

In familiar areas: When PCs are moving through dungeon areas with which they are familiar, the referee may allow them to move at a faster rate. For example, the referee might allow PCs to move three times their base movement rate per turn when moving through familiar areas.

Resting

Frequency of rest: Characters must rest for one turn every hour in the dungeon.

Penalty for not resting: A –1 penalty to attack and damage rolls is incurred until the characters rest for one turn.

Searching

The following stipulations apply to searching for secret doors, room traps, and treasure traps.

Time: Searching takes one turn.

Referee rolls: The referee should always roll for the character searching so that the player does not know if the roll failed or if there are simply no hidden features present.

One chance: Each character can only make one attempt to search a specific area or item.

Traps

There are two kinds of traps:

Triggering Traps

Each trap has a trigger—an action that causes it to spring (e.g., turning a door handle and walking into a specific area).

Chance of triggering: When a character performs the action that triggers a trap, there is a 2-in-6 chance of the trap being sprung.

Trap damage: Damage inflicted by a triggered trap is usually automatic, without an attack roll.

Monsters: Monsters may be able to bypass traps without risk, if the referee wishes.

Searching for Room Traps

Adventurers may search a 10’ × 10’ area for room traps. If the search succeeds, the trap is discovered (see Searching).

Chance of finding: If a character is searching in the right location, there is a 1-in-6 chance of finding a room trap. (Some types of adventurers may have an increased chance.)

Searching for Treasure Traps

Characters with the ability to find treasure traps (as noted in their class description) may choose to search items (e.g., chests, locks) for traps (see Searching).

Chance of finding: The likelihood of finding treasure traps if a character searches in the right location is noted in the character’s class description.

Wandering Monsters

Frequency: A check is typically rolled once every two turns in the dungeon.

Chance: The typical chance of encountering a wandering monster is 1-in-6.

Distance: Wandering monsters are encountered 2d6 × 10 feet away, moving toward the party.

Wilderness Adventuring

Sequence of Play Per Day

  1. Decide course: The players decide on their path of travel for the day.
  2. Losing direction: The referee determines whether the party gets lost.
  3. Wandering monsters: The referee makes checks as applicable.
  4. Description: The referee describes the terrain passed through and any sites of interest the party encounters, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
  5. End of day: The referee updates time records, with special attention to rations, spell durations, and the party’s need to rest.

Distance and Measurement

The open spaces of the wilderness mean that characters and monsters can move more freely than in a dungeon.

Ranges and movement rates: These are measured in yards instead of feet. This means that ranges and movement rates are tripled.

Areas: Spell effects, breath weapons, etc., are still measured in feet.

Flying

Miles per day: The distance a creature can fly in a day is double the distance it can travel overland (see Overland Travel). For example, a creature with a movement rate of 120’ could travel 24 miles overland but could fly 48 miles in a day.

Terrain: Does not affect air travel.

Flying Mounts

In general, a winged beast may carry riders or other burdens based on its HD:

Foraging

Foraging for herbs, fruits, nuts, etc., can be performed alongside normal movement (see Overland Travel). The party has a 1-in-6 chance per day of finding enough food for 1d6 human-sized beings.

Hunting

Hunting animals takes up a complete day, with no traveling or resting possible. When hunting, there is a 1-in-6 chance of encountering animals suitable for eating (if they can be caught!). This is in addition to the normal chance of random encounters (see Wandering Monsters).

Losing Direction

At the start of each day of travel, the referee should roll to determine if the group loses direction. The probability depends on the terrain being traversed:

Effects: See Losing Direction.

Overland Travel

Miles per day: The number of miles a character can travel daily is determined by dividing their base movement rate by five. For example, a character whose base movement rate is 120’ could travel up to 24 miles daily.

Terrain Modifiers

Some types of terrain modify the speed at which characters can travel:

Forced March

If characters need to travel further in a day, they may engage in a forced march.

Speed increase: The distance traveled is increased by 50%. For example, a character typically traveling 24 miles daily could travel 36 miles.

Rest: After a forced march, characters must rest for a full day.

Resting

Frequency of rest: Characters must rest for one day per six days of travel.

Penalty for not resting: If characters press on without resting, they suffer a penalty of -1 to hit and damage rolls until they have rested for one whole day.

Surprise

Surrounded: If a party is surprised by three or more monsters, the monsters may have moved to encircle the party.

Visibility

Characters can usually see for three miles around them in open terrain. This range may sometimes be reduced (e.g., in overgrown terrain such as a forest) or increased (e.g., looking out from the top of a mountain).

Wandering Monsters

Frequency: A check is typically rolled once daily, but the referee may choose to make more checks, up to three or four per day.

Chance: The chance of encountering a wandering monster depends on the explored terrain (see below).

Distance: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.

Chance by Terrain

Waterborne Adventuring

Sequence of Play Per Day

  1. Decide course: The players decide on their course of travel for the day.
  2. Losing direction: The referee determines whether the party gets lost.
  3. Weather: The referee determines the Wind Conditions.
  4. Wandering monsters: The referee makes checks as applicable.
  5. Description: The referee describes the regions passed through and any sites of interest the party has, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
  6. End of day: The referee updates time records, with special attention to rations, spell durations, and the crew’s need to rest.

Distance and Measurement

Ranges and movement rates: These are measured in yards instead of feet. This means that ranges and movement rates are tripled.

Areas: Spell effects, breath weapons, etc., are still measured in feet.

Losing Direction

With a navigator aboard: The chance of getting lost is 2-in-6.

Without a navigator aboard: The chance of getting lost is 100% on the open seas and 2-in-6 within sight of land.

Effects: See Losing Direction.

Surprise

Aquatic monsters are usually not surprised by ships. Special circumstances (e.g., thick fog) may alter this.

Travel on the Water

Miles per day: The number of miles a creature or vessel can travel daily is determined by dividing its base movement rate by five. For example, a vessel with a base movement rate of 360’ could travel up to 72 miles in a day.

Modifiers

The distance traveled in a day may be affected by the prevailing water and weather conditions:

Visibility

Land: On a clear day, land can be spotted at a distance of 24 miles. This may be reduced based on light and weather conditions.

Ships: May be sighted and identified at 300 yards on a clear day or as little as 40 yards in dense fog.

Wandering Monsters

Frequency: A check is typically rolled once daily, but the referee may choose to make more checks, up to 3 or 4 a day.

Chance: The chance of encountering a wandering monster is 2-in-6 in oceans or rivers and 3-in-6 in swamps.

Distance: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.

Location: Aquatic encounters may occur on the open water or land, if the party docks at some point during the day.

Wind Conditions

Wind conditions at sea affect the rate at which a sailing vessel can travel. Extreme winds can also make travel hazardous. The referee should check the wind conditions at the start of each day, rolling 2d6:

Variable Wind Conditions (Optional Rule)

Groups who prefer a slightly more detailed system of sea travel may use the table below, which adds extra detail to the daily 2d6 wind conditions roll.

2d6WindEffect
2No windSailing is impossible—movement by oar at ⅓ rate (due to fatigue).
3Faint breezeSailing movement rate reduced to ⅓ normal.
4Gentle breezeSailing movement rate reduced to ½ normal.
5Moderate breezeSailing movement rate reduced to ⅔ normal.
6–8Fresh breezeNormal sailing movement rate.
9Strong breezeSailing movement rate increased by ⅓.
10High windSailing movement rate increased by ½.
11Near galeSailing movement rate doubled. See #Near Gales.
12Gale or stormSailing movement rate tripled. See #Gales and Storms.

Near Gales

Seaworthy vessels: Have a 10% chance of taking on water.

Unseaworthy vessels: Have a 20% chance of taking on water.

Effect of taking on water: The ship’s movement is reduced by one-third until repaired at a dock.

Gales and Storms

Seaworthy vessels: Sailing vessels can attempt to move with the wind to avoid damage. This is handled as follows:

Unseaworthy vessels:

Encounters

An encounter begins when characters meet a monster due to a planned encounter in the explored area or because a wandering monster check (see Wandering Monsters) indicates an encounter.

Encounter Sequence

  1. Surprise: The referee rolls for surprise, if applicable.
  2. Encounter Distance: The referee determines how far away the monsters are from the PCs.
  3. Initiative: Any sides that are not surprised roll initiative to determine who acts first.
  4. Actions: Any sides that are not surprised decide how they will respond to the encounter. The encounter is played out accordingly.
  5. Conclusion: One turn has passed.

Surprise

When to Check

A check for surprise is made for any side that is not expecting the encounter. For example, if a monster spotted an approaching party’s torch light and waited quietly, the monster would not need to roll surprise, but the party would.

Light and Surprise

Characters or monsters that carry a light in a dark environment usually cannot surprise opponents because the light gives their presence away.

Surprise Checks

Each side that is unaware of the other’s presence rolls 1d6.

Monsters: The referee rolls for monsters.

PCs: One player rolls for the adventuring party as a whole.

Results: A result of 1 or 2 means the side is surprised.

Effects of Surprise

Both sides surprised: There is simply a momentary confusion—neither side has any advantage.

One side surprised: The side that is not surprised gains a one-round advantage. The surprised side cannot act that round.

Encounter Distance

The situation in which the encounter occurs often determines how far away the monster is. If there is uncertainty, the encounter distance may be determined randomly:

Initiative

(See Combat for complete details.)

Roll 1d6: For each side, at the start of each round.

Winner: The side with the highest roll acts first, followed by other sides in order from highest to lowest initiative.

Ties: Both sides may roll again, or actions on both sides may be resolved simultaneously.

Actions

Player Character Actions

The players decide how they will act.

Monster Actions

The referee determines the monsters’ reaction to the party. Sometimes, circumstances make it obvious how a monster will react. Otherwise, the referee may roll on the table below to determine how a monster reacts to the party.

Charisma: If one specific character attempts to speak with the monsters, that character’s NPC reactions modifier due to CHA (see Ability Scores) is used to modify the monster reaction roll.

2d6Result
2 or lessAttacks
3–5Hostile, may attack
6–8Uncertain, confused
9–11Indifferent, may negotiate
12 or moreEager, friendly

Common Actions

Any action is possible in an encounter, but the following are common:

Movement

Encounter movement rate: During encounters, a character can move up to one-third of their base movement rate per round in feet (in the dungeon) or yards (in the wilderness). For example, a character whose base movement rate is 120’ could move 40’ per round during a dungeon encounter.

Maximum duration: Characters may move at this rate for at most 60 rounds (one turn).

Evasion

If one side wishes to avoid an encounter, it may attempt to flee. This is called evasion and is only possible before combat has begun. When a side decides to try an evasion, the opposing side must decide whether or not to pursue it. Players May decide freely whether they wish to pursue fleeing monsters.

Monsters: The referee must decide whether monsters pursue fleeing PCs. (A low roll on the Monster Reactions table may be taken to indicate that the monster will pursue.)

No pursuit: If the opposing side decides to let the other side flee, the evasion automatically succeeds; the encounter is avoided.

Pursuit: If the opposing side gives chase, the chance of the evasion succeeding depends on the explored environment. See Evasion and Pursuit.

Conclusion

An encounter is assumed to take at least one full turn to complete, including time to rest, regroup, clean weapons, bind wounds, and so on afterward.

Evasion and Pursuit

In the Dungeon

Evasion

Compare the two sides’ movement rates:

Pursuit

Time: This is measured in rounds (see Time, Weight, Movement).

Running: Each side is expected to run at full speed (see below).

Line of sight: Most monsters will not continue pursuing if the characters get out of the monster’s range of vision.

Dropping treasure: If the monsters enjoy treasure, there is a 3-in-6 probability that they will stop pursuing to collect any treasure the characters drop.

Dropping food: Hungry or less intelligent monsters may stop pursuit if characters drop food (3-in-6 chance).

Obstacles: Burning oil or other obstacles may slow or stop a pursuit.

Running

Movement rate: During a pursuit, characters run at their full movement rate in feet per round.

Mapping: This is not possible while running.

Exhaustion: Characters become exhausted after running for 30 rounds.

Effects of exhaustion: A -2 penalty to attacks, damage, and Armor Class.

Resting: The penalties for exhaustion last until characters have rested for three full turns.

Waterborne

Evasion

The chance of evasion is determined by the difference between the two sides’ movement rates, listed in the table below.

Success: If the evasion roll succeeds, the pursuers cannot attempt to catch up with the fleeing side until the next day—only if a random encounter roll indicates an encounter.

Failure: If the evasion roll fails, a pursuit occurs.

Fleeing Side’s Movement Rate (Compared with the Pursuer’s)Chance of Evasion
Faster than pursuer80%
0’–30’ per round slower than pursuer50%
31’–60’ per round slower than pursuer40%
61’–90’ per round slower than pursuer35%
91’–120’ per round slower than pursuer25%
121’+ per round slower than pursuer10%

Pursuit

Time: Is measured in rounds (see Time, Weight, Movement.

Initial distance: The two sides begin a pursuit at normal encounter distance (see Waterborne Adventuring.

Closing in: The distance between the two sides decreases by the difference between their two movement rates each round (a minimum of 30’ per round).

In the Wilderness

Evasion

The chance of evasion is a percentile roll. If the percentile evasion roll fails, a pursuit occurs. Surprise (see Encounters) determines the chance of evasion:

Fleeing Group SizeChance of Evasion by Number of Pursuers
1–41 pursuer: 50%2–3 pursuers: 70%4+ pursuers: 90%
5–121–3 pursuers: 35%4–8 pursuers: 50%9+ pursuers: 70%
13–241–6 pursuers: 25%7–16 pursuers: 35%17+ pursuers: 50%
25+1–10 pursuers: 10%11–30 pursuers: 25%31+ pursuers: 35%

Evasion Modifiers

One side twice as fast: If the pursuing side’s movement rate is double that of the other, the chance of evasion is decreased by 25%. If the fleeing side’s movement rate is double that of the other, the chance of evasion is increased by 25%.

Environment: The referee may modify the probabilities based on the conditions and environment. For example, in a densely wooded area, the chance of evasion may be increased by 25%.

Minimum chance: The chance of escape is always at least 5%.

Pursuit

The following procedure is followed, day by day, until the pursuit is over:

  1. The fleeing side moves in a random direction, determined by the referee (no mapping is possible).
  2. If the pursuing side’s movement rate is greater than that of the fleeing side, there is a 50% chance of it catching up. If the roll succeeds, the fleeing side has been caught; the pursuit is over. Otherwise, continue to step 3.
  3. The fleeing side must decide whether to continue fleeing. If it continues, it may attempt another evasion (see above). If the effort to evade fails, return to step 1. If the fleeing group decides to stop fleeing, it is caught (the pursuit ends).

Other Combat Issues

Attacking from Behind

AC bonuses from shields are negated.

Blindness

A blind character is unable to attack.

Bombing

Flying creatures may pick up rocks or other objects and drop them from above.

Altitude: At most 300’.

Chance to hit: 16 or higher on 1d20.

Affected area and damage: Depending on the size of the bomb—larger creatures can carry larger bombs. For example, a bomb from a flying creature able to carry a human might inflict 2d6 damage to all creatures hit in a 10’ × 10’ area.

Invulnerabilities (Optional Rule)

Some monsters can only be harmed by magical or silver weapons. The referee may allow such monsters also to be harmed by attacks from:

Paralyzed Opponents

Helpless opponents, such as those magically paralyzed or frozen, can be automatically hit in melee. Only a roll for damage is required.

Spacing

The referee should judge the number of opponents that can attack a single combatant, considering the combatant’s size and the available space around them.

10’ passage: Enough space for at most 2–3 characters to fight side-by-side.

Subduing (Optional Rule)

Characters that wish to subdue an intelligent opponent may declare the intent to attack without killing.

Blunt blows: Only bludgeoning attacks may be made. Bladed melee weapons can deal blunt blows by attacking with the flat of the blade.

Subdual damage: Attack and damage rolls are handled normally, but subdual damage is noted separately from actual damage.

Effect at 0 HP: An intelligent character or monster reduced to 0 hit points due to subdual damage will surrender, realizing that its opponent could have killed it.

Unarmed Attacks

Attack rolls: Unarmed combat is handled the same as melee combat.

Damage: Unarmed attacks inflict 1d2 damage, modified by STR.

Unstable Surfaces

Characters on an unstable surface, such as a ship in rough seas or riding a flying animal, are affected as follows:

Note that magical means of flight (e.g., a broom of flying, flying carpet, fly spell) generally do not count as unstable.

Water

When fighting in or beneath water:

Morale (Optional Rule)

The referee decides whether monsters or NPCs surrender or run away in combat. The following system may be utilized.

Morale Rating

Monsters are rated for morale with a number from 2–12. This represents their courage in battle. Higher morale scores indicate more fearless monsters.

A score of 2: Means the monster will not fight. No morale checks should be made.

A score of 12: Means the monster fights to the death, never checking morale.

Morale Checks

The referee rolls 2d6 and compares the result against the monster’s morale score:

Two successes: If a monster makes two successful morale checks in an encounter, it will fight until killed, with no further checks necessary.

When to Check Morale

Monsters make morale checks (rolled by the referee) in two circumstances:

First death on side: The first time one of their number is killed in battle.

Side half incapacitated: When half the monsters are incapacitated (slain, paralyzed, etc.).

Situational Adjustments

Based on the situation, the referee may apply morale modifiers from –2 to +2. For example, the side losing a battle might suffer a –1 morale penalty, while the side winning may gain a +1 bonus.

Scores of 2 or 12: Adjustments are never applied to monsters with a morale of 2 or 12.

Mercenary Morale

Mercenaries (see Mercenaries) have a morale rating and check morale exactly like monsters.

Morale rating: Determined solely by the type of troops; see below. The CHA of the hiring character has no influence.

Modifiers: The referee may penalize mercenaries’ morale in poor conditions (e.g., low wages, abuse, frequent death) or raise it in good conditions (e.g., riches, glory in battle).

Troop TypeMorale
Untrained, militia6
Barbarian horde7
Trained warriors8
Mounted+1
Elite troops+1
Fanatics, berserkers+2

Retainer Morale

Retainers signed up to work as adventurers, so are not frightened off at the first sign of danger. Retainers do not make morale checks in combat, but a loyalty check may be required in extreme peril (see Retainers).

Combat Tables

These tables list the attack probabilities for all monsters and characters and the saving throw values used by monsters and normal humans.

Normal Humans

All humans, not a member of an adventuring class, are classified as normal humans. They are treated as having less than 1 Hit Die and have their own saving throw and attack probabilities (the table rows labelled NH).

Example of Making an Attack Roll

A 5th-level fighter attacks a monster with AC 4. The attack is resolved as follows:

  1. The player rolls 1d20. The roll comes up 14.
  2. The fighter has a STR score 13, meaning they gain a +1 bonus to melee attack rolls. The result of the attack roll is thus 15.
  3. A 5th-level fighter has a THAC0 score of 17 [+2] (listed in the class description, so the player refers to that row of the attack matrix.
  4. The player looks up the result (15) in the THAC0 17 [+2] attack matrix row. 15 is in the AC 2 column, indicating that the attack hits AC 2.
  5. As AC 2 is better than the monster’s Armor Class (4), the attack hits!
  6. Damage is rolled, and the result is subtracted from the monster’s current hit point total.

Attack Rolls Using THAC0 (Optional Rule)

Instead of referring to the attack matrix, attacks may be resolved using THAC0 directly. A THAC0 score denotes the attack roll required to hit AC 0. The necessary attack roll to hit opponents of other AC scores can be calculated by subtracting the target AC from the THAC0. For example, a character with a THAC0 of 19 could hit an opponent with AC 5 on a roll of 14 or greater (19 - 5 = 14).

Note: Using THAC0 to resolve attack rolls results in slightly different attack probabilities than the traditional approach of referring to the attack matrix.

Attack Matrix

Attack Roll to Hit AC
Monster HDTHAC0-3-2-10123456789
NH20 [-1]20202020191817161514131211
Up to 119 [0]20202019181716151413121110
1+ to 218 [+1]2020191817161514131211109
2+ to 317 [+2]201918171615141312111098
3+ to 416 [+3]19181716151413121110987
4+ to 515 [+4]1817161514131211109876
5+ to 614 [+5]171615141312111098765
6+ to 713 [+6]16151413121110987654
7+ to 912 [+7]1514131211109876543
9+ to 1111 [+8]141312111098765432
11+ to 1310 [+9]13121110987654322
13+ to 159 [+10]1211109876543222
15+ to 178 [+11]111098765432222
17+ to 197 [+12]10987654322222
19+ to 216 [+13]9876543222222
21+ or more5 [+14]8765432222222

Monsters: Use the attack matrix row for their Hit Dice (see monster description).

Monsters with bonus hit points: Monsters whose Hit Dice are notated as a number of dice plus a fixed hit point bonus (e.g., HD 2+1 — see Hit point modifiers under ***Game Statistics (Monsters) are more powerful and attack as if they were 1 HD higher. For example, a monster with 2 HD uses the THAC0 18 [+1] row, but a monster with 2+1 HD uses the THAC0 17 [+2] row.

Characters: Use the attack matrix row for their THAC0 score (see class description.

Normal humans: Use the attack matrix row labeled NH.

Monster Saving Throws

Hit DiceDeathWandsParalysisBreathSpells
NH1415161718
1–31213141516
4–61011121314
7–989101012
10–12678810
13–1545658
16–1823436
19–2122224
22 or more22222

Monsters: Use the saving throw table row noted in the monster description.

Characters: Do not use this table. See the saving throw table in the class description.

Normal humans: Use the saving throw table row labeled NH.