This system uses "To Hit Armor Class 0" (THAC0). Your character's THAC0 improves as they gain levels in their class. Refer to class progression tables for base THAC0 values (see Appendix Table 54).
Attack Roll: To hit an opponent, roll 1d20. You hit if the result is equal to or greater than your THAC0 minus the target's Armor Class (AC).
To-Hit Number = Your THAC0 - Target's AC
Modifiers: Your THAC0 can be modified by factors like Strength bonuses (for melee/thrown weapons, and potentially special bows), Dexterity bonuses (for missile attacks), magical weapon bonuses, situational modifiers (like attacking from the rear [+2] or flank [+1], firing at range, cover, etc.), and penalties for using weapons you aren't proficient with.
Natural Rolls: A natural roll of 20 on the d20 usually hits, regardless of modifiers or AC, while a natural roll of 1 usually misses.
Round Length: Combat is measured in rounds, each representing about 10-15 seconds of activity.
Five Steps per Round:
Initiative Roll: At the start of each round, both sides roll 1d10. The side with the lowest roll wins initiative for the round.
Action Phases: Actions are resolved in five phases: Very Fast, Fast, Average, Slow, Very Slow.
Resolution Order: Within each phase, the side that won initiative acts first. Actions (attacks, spell completion) happen before movement within that phase. Faster phases always resolve before slower phases, regardless of who won initiative overall.
Determining Your Phase:
Special Rolls:
Battle Map: Assumes use of a grid (1 inch = 5 feet recommended) for positioning and facing. Facing (Front, Flank, Rear) is important for attacks.
Movement Rate: Your base movement (e.g., Human 12) is adjusted by Strength/Dexterity bonuses and encumbrance. Each point allows moving one 5-foot square. Diagonal movement costs 1.5 points per square (or 3 points for 2 squares).
Movement Categories & Actions: Your chosen action determines how much you can move:
Movement Timing: Movement starts in your base initiative phase and occurs in half-move increments over consecutive phases if needed. Actions typically resolve after movement is complete, except for Charges.
Threatened Status: Being adjacent to an enemy capable of attacking you makes you "Threatened". Performing certain actions while threatened (like moving away without Withdrawing, turning your back, casting spells, firing missiles) provokes an Attack of Opportunity from the threatening enemy.
Attacks of Opportunity (AoO): An immediate free melee attack granted when an opponent leaves themselves open. You get a limited number per round (Warriors: 3 + 1 per 5 levels/HD; Others: 1 + 1 per 5 levels).
Hit Points: Determined by class Hit Die (e.g., Fighter d10, Cleric d8, Mage d4) + Constitution modifier. HP represent physical endurance, skill, and luck. Reaching 0 HP typically means unconsciousness; reaching -10 HP means death.
Weapon Damage: Determined by weapon type (See Appendix: Weapon Damage Table). Add Strength modifier for melee/thrown. Magic weapons add bonuses.
Critical Hits (Optional): On a successful hit roll meeting certain conditions (e.g., natural 20 beating AC by a significant margin, DM discretion), apply extra effects such as double damage dice or other critical results detailed in supplemental tables.
Healing: Natural healing is slow (typically 1 hp/day rest). Magical healing (cleric spells, potions) is more common.
Level | Warrior | Wizard | Priest | Rogue |
---|---|---|---|---|
1 | 20 | 20 | 20 | 20 |
2 | 19 | 20 | 20 | 20 |
3 | 18 | 20 | 20 | 19 |
4 | 17 | 19 | 19 | 19 |
5 | 16 | 19 | 19 | 18 |
6 | 15 | 19 | 19 | 18 |
7 | 14 | 18 | 18 | 17 |
8 | 13 | 18 | 18 | 17 |
9 | 12 | 18 | 18 | 16 |
10 | 11 | 17 | 17 | 16 |
11 | 10 | 17 | 17 | 15 |
12 | 9 | 17 | 17 | 15 |
13 | 8 | 16 | 16 | 14 |
14 | 7 | 16 | 16 | 14 |
15 | 6 | 16 | 16 | 13 |
16 | 5 | 15 | 15 | 13 |
17 | 4 | 15 | 15 | 12 |
18 | 3 | 15 | 15 | 12 |
19 | 2 | 14 | 14 | 11 |
20 | 1 | 14 | 14 | 11 |
21+ | 1 | 13 | 13 | 10 |
d10 Roll | Event |
---|---|
1 | Broken Weapon |
2 | Magical Malfunction |
3 | Slipping/Dropped Weapon |
4 | Tripping/Falling |
5 | Unexpected Opportunity |
6 | Desperate Parry |
7 | Near Miss/Narrow Escape |
8 | Environmental Effect |
9 | Wild Swing/Lost Balance |
10 | Simultaneous Actions (reroll) |
Specific effects determined by DM based on situation. |
Level | Attacks Per Round |
---|---|
1-6 | 1/1 |
7-12 | 3/2 |
13+ | 2/1 |
Priest Level | Skeleton (1 HD) | Zombie (2 HD) | Ghoul (2 HD) | Shadow (3+1 HD) | Wight (4+3 HD) | Ghast (4 HD) | Wraith (5+3 HD) | Mummy (6+3 HD) | Spectre (7+3 HD) | Vampire (8+3 HD) | Ghost (10 HD) | Lich (11+ HD) | Special |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 10 | 13 | 16 | 19 | — | — | — | — | — | — | — | — | — |
2 | 7 | 10 | 13 | 16 | 19 | — | — | — | — | — | — | — | — |
3 | 4 | 7 | 10 | 13 | 16 | 19 | — | — | — | — | — | — | — |
4 | T | 4 | 7 | 10 | 13 | 16 | 19 | — | — | — | — | — | — |
5 | T | T | 4 | 7 | 10 | 13 | 16 | 19 | — | — | — | — | — |
6 | D | T | T | 4 | 7 | 10 | 13 | 16 | 19 | — | — | — | — |
7 | D | D | T | T | 4 | 7 | 10 | 13 | 16 | 19 | — | — | — |
8 | D* | D | D | T | T | 4 | 7 | 10 | 13 | 16 | 19 | — | — |
9 | D* | D* | D | T | T | T | 4 | 7 | 10 | 13 | 16 | 19 | — |
10 | D* | D* | D* | D | T | T | T | 4 | 7 | 10 | 13 | 16 | 19 |
11 | D* | D* | D* | D | D | T | T | T | 4 | 7 | 10 | 13 | 16 |
12 | D* | D* | D* | D* | D | D | T | T | T | 4 | 7 | 10 | 13 |
13 | D* | D* | D* | D* | D* | D | D | T | T | T | 4 | 7 | 10 |
14+ | D* | D* | D* | D* | D* | D* | D | D | T | T | T | 4 | 7 |
T = Turned; D = Dispelled; D* = Dispelled, number affected = 2d6 + priest level. Paladins turn as a cleric two levels lower. Roll d20, result equal or higher indicates success. |
Situation | Target's AC Modifier | Target's Saving Throw Modifier |
---|---|---|
25% Cover/Concealed | -2 | +1 |
50% Cover/Concealed | -4 | +2 |
75% Cover/Concealed | -7 | +3 |
90%+ Cover/Concealed | -10 | +4 |
Target is Prone | -4 | +2 |
Weapon | Speed Category | Speed Factor |
---|---|---|
Dagger | Fast | 2 |
Short Sword | Fast | 3 |
Long Sword | Average | 5 |
Two-Handed Sword | Slow | 10 |
Hand Axe | Fast | 4 |
Battle Axe | Slow | 7 |
Mace | Average | 7 |
Flail | Slow | 7 |
Short Bow | Average | 7 |
Long Bow | Slow | 8 |
Light Crossbow | Average | 7 |
Heavy Crossbow | Very Slow | 10 |
Speed category determines action phase; factor is used for tie-breaking or older initiative systems. |
Weapon | Damage (S-M) | Damage (L) | Type |
---|---|---|---|
Dagger | 1d4 | 1d3 | P |
Short Sword | 1d6 | 1d8 | P |
Long Sword | 1d8 | 1d12 | S |
Two-Handed Sword | 1d10 | 3d6 | S |
Hand Axe | 1d6 | 1d4 | S |
Battle Axe | 1d8 | 1d8 | S |
Mace | 1d6+1 | 1d6 | B |
Flail | 1d6+1 | 2d4 | B |
Short Bow Arrow | 1d6 | 1d6 | P |
Long Bow Arrow | 1d8 | 1d8 | P |
Crossbow Bolt (Light) | 1d4+1 | 1d4+1 | P |
Crossbow Bolt (Heavy) | 1d4+1 | 1d6+1 | P |
Type: P=Piercing, S=Slashing, B=Bludgeoning. Optional rules may use type vs AC. |
Weapon Type | AC 2 | AC 3 | AC 4 | AC 5 | AC 6 | AC 7 | AC 8 | AC 9/10 |
---|---|---|---|---|---|---|---|---|
Piercing (P) | -2 | -1 | 0 | 0 | 0 | 0 | +1 | +2 |
Slashing (S) | 0 | +1 | +2 | 0 | -1 | -2 | -3 | -4 |
Bludgeoning (B) | 0 | 0 | 0 | +1 | +1 | +2 | +2 | +1 |
Optional rule: Apply modifier to attacker's roll based on weapon type and target AC. |
Level | AC 10 | AC 9 | AC 8 | AC 7 | AC 6 | AC 5 | AC 4 | AC 3 | AC 2 | AC 1 | AC 0 | ... | AC -10 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ... | 25 |
2 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ... | 25 |
3 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | ... | 24 |
4 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | ... | 24 |
5 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | ... | 22 |
... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
17+ | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | ... | 17 |
Shows number needed on d20 to hit opponent AC under standard OSRIC attack matrix rules. |
Weapon | Damage S/M | Damage L | Space Req. | Wpn Speed |
---|---|---|---|---|
Axe, Battle | 1d8 | 1d8 | 4 | 7 |
Axe, Hand | 1d6 | 1d4 | 1 | 4 |
Bow, Long | 1d6 | 1d6 | 3 | 8 |
Bow, Short | 1d6 | 1d6 | 2 | 7 |
Crossbow, Heavy | 1d4+1 | 1d6+1 | 2 | 10 |
Crossbow, Light | 1d4 | 1d4 | 2 | 7 |
Dagger | 1d4 | 1d3 | 1 | 2 |
Flail | 1d6+1 | 2d4 | 4 | 7 |
Hammer, War | 1d4+1 | 1d4 | 2 | 4 |
Mace | 1d6+1 | 1d6 | 2 | 7 |
Sword, Long | 1d8 | 1d12 | 3 | 5 |
Sword, Short | 1d6 | 1d8 | 2 | 3 |
Sword, 2-Handed | 1d10 | 3d6 | 6 | 10 |
Space Req. indicates minimum space in feet needed to wield effectively. Wpn Speed used in standard OSRIC initiative. |