OSRIC Enhanced Combat

I. Core Combat Mechanic: THAC0

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.

II. Combat Round Structure

Round Length: Combat is measured in rounds, each representing about 10-15 seconds of activity.

Five Steps per Round:

  1. Monster Action Determination: The DM secretly decides monster actions.
  2. Player Action Declaration: Players declare their characters' intended actions for the round.
  3. Initiative: Determine the order of actions.
  4. Resolution of Actions: Actions are resolved according to the initiative phases. Characters can abort their declared action but act last if they do so.
  5. End-of-Round Resolution: Resolve fatigue, retreats, morale checks, and ongoing effects like poison or spell durations.

III. Initiative

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:

IV. Movement and Position

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).

V. Combat Actions

VI. Damage & Healing

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.

VII. Other Combat Rules


Appendix: Referenced Tables

Table 54: THAC0 Advancement
LevelWarriorWizardPriestRogue
120202020
219202020
318202019
417191919
516191918
615191918
714181817
813181817
912181816
1011171716
1110171715
129171715
138161614
147161614
156161613
165151513
174151512
183151512
192141411
201141411
21+1131310
Critical Event Table
d10 RollEvent
1Broken Weapon
2Magical Malfunction
3Slipping/Dropped Weapon
4Tripping/Falling
5Unexpected Opportunity
6Desperate Parry
7Near Miss/Narrow Escape
8Environmental Effect
9Wild Swing/Lost Balance
10Simultaneous Actions (reroll)
Specific effects determined by DM based on situation.
Table 15: Warrior Attacks Per Round
LevelAttacks Per Round
1-61/1
7-123/2
13+2/1
Table 61: Turning Undead
Priest LevelSkeleton (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
110131619
2710131619
34710131619
4T4710131619
5TT4710131619
6DTT4710131619
7DDTT4710131619
8D*DDTT4710131619
9D*D*DTTT4710131619
10D*D*D*DTTT4710131619
11D*D*D*DDTTT47101316
12D*D*D*D*DDTTT471013
13D*D*D*D*D*DDTTT4710
14+D*D*D*D*D*D*DDTTT47
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.
Table 59: Cover and Concealment Modifiers
SituationTarget's AC ModifierTarget'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 Table (Examples)
WeaponSpeed CategorySpeed Factor
DaggerFast2
Short SwordFast3
Long SwordAverage5
Two-Handed SwordSlow10
Hand AxeFast4
Battle AxeSlow7
MaceAverage7
FlailSlow7
Short BowAverage7
Long BowSlow8
Light CrossbowAverage7
Heavy CrossbowVery Slow10
Speed category determines action phase; factor is used for tie-breaking or older initiative systems.
Weapon Damage Table (Examples)
WeaponDamage (S-M)Damage (L)Type
Dagger1d41d3P
Short Sword1d61d8P
Long Sword1d81d12S
Two-Handed Sword1d103d6S
Hand Axe1d61d4S
Battle Axe1d81d8S
Mace1d6+11d6B
Flail1d6+12d4B
Short Bow Arrow1d61d6P
Long Bow Arrow1d81d8P
Crossbow Bolt (Light)1d4+11d4+1P
Crossbow Bolt (Heavy)1d4+11d6+1P
Type: P=Piercing, S=Slashing, B=Bludgeoning. Optional rules may use type vs AC.
Table 52: Optional Weapon Type vs. Armor Modifiers
Weapon TypeAC 2AC 3AC 4AC 5AC 6AC 7AC 8AC 9/10
Piercing (P)-2-10000+1+2
Slashing (S)0+1+20-1-2-3-4
Bludgeoning (B)000+1+1+2+2+1
Optional rule: Apply modifier to attacker's roll based on weapon type and target AC.
Table 33: Combat Matrix for Fighters, Paladins, Rangers (OSRIC Standard)
LevelAC 10AC 9AC 8AC 7AC 6AC 5AC 4AC 3AC 2AC 1AC 0...AC -10
11011121314151617181920...25
21011121314151617181920...25
3910111213141516171819...24
4910111213141516171819...24
57891011121314151617...22
..........................................
17+23456789101112...17
Shows number needed on d20 to hit opponent AC under standard OSRIC attack matrix rules.
Table 44: Weapon Combat Data (OSRIC Standard Examples)
WeaponDamage S/MDamage LSpace Req.Wpn Speed
Axe, Battle1d81d847
Axe, Hand1d61d414
Bow, Long1d61d638
Bow, Short1d61d627
Crossbow, Heavy1d4+11d6+1210
Crossbow, Light1d41d427
Dagger1d41d312
Flail1d6+12d447
Hammer, War1d4+11d424
Mace1d6+11d627
Sword, Long1d81d1235
Sword, Short1d61d823
Sword, 2-Handed1d103d6610
Space Req. indicates minimum space in feet needed to wield effectively. Wpn Speed used in standard OSRIC initiative.