What does thaco mean

I started playing in 3.5 as soon as it was firmly establiburned that including to a roll to hit a high number made feeling. How did THAC0 calculations work? I looked with the AD&D DMG and observed a sophisticated table but it never rather explained just how the math operated out. Also, consulting a table eextremely time an attack is rolled is type of tedious.

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Everypoint has actually an armor class (AC), you desire this to be LOW.

THAC0 suggests "To Hit Armor Class Zero". So if somepoint has a "0" AC (VERY good), you have to roll over your THACO. If they have an AC of say, 6, you have to roll above your THAC0 minus 6. Say your THACO is 18, you would certainly have to roll above a 12 to hit something via an AC of 6.

TL;DR: On 1d20, roll better than THAC0 - AC to hit somepoint.

I'm glad they switched to enhancement quite than subtractivity. Thanks for making it more clear. Gygax had actually some good concepts but he also had actually some not so excellent concepts.

As a life lengthy 3/3.5 player, when I acquired in via some men that played 2 a couple years back I had the specific very same troubles as OP. Your TLDR is the ideal boiled dvery own explacountry I've viewed. Having played an entire campaign in 2nd edition currently though I think THAC0 was amazingly brilliant and also quite elegant. (Of course I am glad it's gone because well.... numbers)

THACO represents Triangulated Hitbox Alplace for Coordinated Orthogonality.

This mechanism is used to recognize hits or misses in combat. When you swing, relying on the arc multiplier for your weapon and also your roll, your weapon might come into the hitbox of the enemy. Using your distance from the enemy you need to recognize the arc your weapon need to enter to hit.

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The length of your weapon and also arm are included together. This is L. The distance to the enemy's hitbox is D. Using these variables you have the right to determine the size of the Arc To Hit (ATH), that is, the arc from your swing that will land also at least D distance from you in the direction to the foe. We assume the enemy's hitbox is an orthogonal line that reaches far to your left and also best.

The formula for this is a simple issue of trig. You're drawing a triangle via a ideal angle, and also a hypotenusage of L. The adjacent side has length D. Your ATH is twice the angle subtfinished. Remembering Soh Cah Toa from trig have to tell you that the subtended angle is offered by Cos (angle) = adjacent / hypotenusage. Then Angle = InverseCos(D/L). Then we have our solution.

ATH = 2*InverseCos(D/L)

Needmuch less to say if D exceeds L, you cannot hit. Better luck following round. You have to subtract your weapon's initiative modifier from your existing initiative to account for this fumble next rotate. If you were using two tools, you are slowed by their HIM (Hypotenuse Initiative Modifier); square the 2 weapons' initiative modifiers and also add these together, then take the square root of that. You will certainly use this penalty to your initiative next round in addition to the modifier for whatever before activity you usage.

On to the roll to hit, roll the D20 and subtract the result from your THACO to recognize the width of your arc. Multiply this by your weapons arc multiplier (6 for a straightforward longsword) to recognize the arc of your strike. If the arc of your strike is less than or equal to the ATH, you have landed a blow.

Keep in mind that this system just works for enemies through a basic AC of 10 or worse. Armored adversaries force you to fight via their mail and also rise the arc multiplier of your weapon, though this is basic to take care of on the fly.

Enemies with Dex bonoffers to AC are more facility. Due to the fact that they earlier amethod as you attack a understand of standard ODEs is require to identify if a hit is landed. I won't cover it below, however for the beginner just make personalities through only 10 Dex.