The "To Hit roll"...
NocturneN
Member Posts: 123
Greetings, for all my time playing Baldur's Gate I've never fully understood exacly how it works. Reading the BG readme says:
So I ran into two odd situations yesterday, starting out on my new character:
When I attack a Candlekeep Monk or Phlydia, a Watcher etc (for testing purposes only) the roll will display eg "15+3=18: Hit"
So I assume this means the left number is the roll and added are my thac0 bonus which is 17 (20 - 17 = 3)? But then I attacked Shank, one of the assassins in Candlekeep, and for him, the roll displayed "15-5=10: Miss". So what do the negative number imply? Naturally I had an easier time hitting Shank than the others with my missile weapon (+3 thac0) than with my melee weapon (no bonus) - but why the negative number?
"X + Y = Z
Where
X = base to hit roll (1-20)
Y = any bonuses/penalties to hit
Z = total to hit roll
Y is the total aggregate value of all bonuses and/or penalties
that are applied to the character's to hit roll. This value
is also usually reflected in the difference between the
character's THACO and base THACO on the character page.
However, certain bonuses or penalties will show in the value Y
that don't show on the THACOs on the Character Record, such as
off handed attack penalties. Also - weapon versus armor type
bonuses and penalties are also applied to Y.
Where
X = base to hit roll (1-20)
Y = any bonuses/penalties to hit
Z = total to hit roll
Y is the total aggregate value of all bonuses and/or penalties
that are applied to the character's to hit roll. This value
is also usually reflected in the difference between the
character's THACO and base THACO on the character page.
However, certain bonuses or penalties will show in the value Y
that don't show on the THACOs on the Character Record, such as
off handed attack penalties. Also - weapon versus armor type
bonuses and penalties are also applied to Y.
So I ran into two odd situations yesterday, starting out on my new character:
When I attack a Candlekeep Monk or Phlydia, a Watcher etc (for testing purposes only) the roll will display eg "15+3=18: Hit"
So I assume this means the left number is the roll and added are my thac0 bonus which is 17 (20 - 17 = 3)? But then I attacked Shank, one of the assassins in Candlekeep, and for him, the roll displayed "15-5=10: Miss". So what do the negative number imply? Naturally I had an easier time hitting Shank than the others with my missile weapon (+3 thac0) than with my melee weapon (no bonus) - but why the negative number?
0
Comments
The "-5" on Shank's roll probably indicate a defense bonus that you would have against his attack (he wields a dagger).
The thing is my character has low str (8), so having him and Shank just whack away at eachother in melee took ages... Eventually I switched to the throwing daggers and applied paralyctic toxin, then killed him. I also decided to pickpocket Winthrop until he catched me (with the RR mod, so only -2 rep penalty, no turning hostile hehe), because having access to studded leather right from the getgo felt abit cheesy. I like the challenge. Would've obviously gone better if I had known about that penalty, though.
Amazing that you can still learn new things about this game...I haven't seen this melee/ranged penalty mentioned anywhere, though. I've read all the manuals (I'm using BGT, not EE), though it admittedly was quite a while ago...
Many thanks, lads!
Final question:
Can you see anywhere your enemy's AC in the To Hit Roll? Or do you have to calculate? Thanks again!
Anyone mind explaining to me how the reaction roll works? I'm asking because I've been through Candlekeep more than a couple of times by now, and everytime I play with an 18cha-char, it seems my reputation is the sole judge of what outcomes I get from the quests.
With 18 cha and 9/12 reputation, I always get the "friendly" response from Hull and Fuller; Fuller gives me his dagger, Hull compliments me and gives me a few extra gp.
But whenever I have 7 reputation, I get the 2nd response, i.e. Hull will scorn me and Fuller wont give his dagger. Since the difference between 7 and 9 rep is only -1 reaction for 7, I find it wierd that such a small amount can trigger totally different responses (especially since my char gets +5 Reaction from his 18 CHA!).
You can get good reactions with a measly 13 CHA (only +1 bonus) if you have 20 reputation (which gives a very high bonus) If you have very high CHA of 18 or more, and normal reputation, you may still get a good reaction. (like in the beginning of the game, if you have 18 CHA you can get the dagger+1 since your rep is neutral, only your charm is important.) If, on the other hand, you have very low reputation, you get such a hefty penalty that not even your superb looks and charm can grant you a nice reaction from NPCs.
Another thing about attack rolls. Every armor has an additional modifier against different types of attacks. Like bludgeoning, slashing, piercing. For example, chain mail is weak against bludgeoning attacks, since the links of the chain will press into your flesh and hurt you, so an attacker attacking a target with chain mail gets +2 to hit. Leather armor offers no protection against piercing or missile, if you had leather, and Shank attacks you with his dagger, he would get +2 to hit as well. (Note that all modifiers are applied, if you had a ranged weapon equipped too, Shank would have 2+4=+6 to hit!) There are various items that grant AC bonus against certain type of attacks. Like girdle of piercing gives you +3 AC vs missile, it means an archer attacking you will have base -3 to hit.
All modifiers are calculated in the end. Say, attacker has high dexterity (+2 to hit) has a long bow (+1) and is specialised (+1) and is an elf (+1). The defender is equipped with leather armor (which is weak against arrows so gives the attacker another +2 to hit) and girdle of piercing (-3 to piercing attacks) so the attack modifier will be: (2+1+1+1+2-3=+4) so you will see the attack roll like this: X (the number the attacker rolls)+4(the final modifier calculated as above)=Z
From the TotSC reference tables:
Reputation Effect
20 The party receives a +4 reaction adjustment
18–19 The party receives a +3 reaction adjustment
16–17 The party receives a +2 reaction adjustment
14–15 The party receives a +1 reaction adjustment
8–13 No adjustment
7 The party receives a –1 reaction adjustment
6 The party receives a –2 reaction adjustment
5 The party receives a –3 reaction adjustment. Whenever the party
enters a new area, there will be a 10% chance of a group of the
Flaming Fist spawning in and moving toward the party.
4 The party receives a –4 reaction adjustment. The party receives a –6
reaction adjustment. Whenever the party enters a new area, there
will be a 20% chance of a group of the Flaming Fist spawning and
moving toward the party.
3 The party receives a –5 reaction adjustment. Whenever the party
enters a new area, there will be a 30% chance of a group of the
Flaming Fist spawning and moving toward the party.
2 The party receives a –6 reaction adjustment. Whenever the party
enters a new area, there will be a 50% chance of a group of the
Flaming Fist spawning and moving toward the party.
1 The party receives a –7 reaction adjustment. Whenever the party
enters a new area, a group of warriors will spawn and move toward
the party.
So, as @lunar said, having a reputation of 20 will give you as much Reaction increase as if your character had 16 or 17 CHA. Though I'm unsure what the 2nd number for rep values 4, means - typo?
The Reaction Roll:
Reaction Adj: This is the penalty or bonus due the character when dealing
with NPCs or intelligent creatures.
For encounter reactions, the computer generates a number between 8 and 12,
and then applies the modifier. The results indicate the reaction of the
encounter to your party:
1–7: Hostile reaction
8–14: Neutral reaction
15–20: Friendly reaction
So. What confuses me: let's say my char rolls an 8 (lowest). Then he gets +5 from 18 CHA, and -1 from 7 rep (8+5-1= 12), that means he gets a neutral reaction. In order to get a friendly reaction (which gives the best rewards), he needs to roll 14, 13, 12 or 11. If he rolls 10, 9 or 8, he gets a neutral reaction (i.e. not so good rewards, and I assume a hostile reaction is either the NPC refusing conversation with you or outright attacking you! - though with the combined CHA and Reputation scores in my case, that shouldn't be possible). So why is it that 3 out of 3 chars with these stats have always gotten the neutral reaction when there is supposedly atleast a 60% chance of getting the good reaction? I must be missing something. Yes, I know this already, but 'Tis useful information for new players!
How I'd explain it:
The aforementioned fighter must roll 17 or higher in order to hit an opponent with an AC of 0. But your character have 6 AC (low/negative numbers are usually better in BG!), so in order to hit your character, the fighter "only" needs to roll 17 - 6 = 11 (or higher) to hit. If your character had better AC, say, -3, then the same fighter would have to roll -3 - 17 = 20 in order to hit. A natural 20 is always a (critical) hit in 2nd ed AD&D, so, he would always hit with a roll like that. I.e. there is always atleast a 5% chance to hit your opponent. Likewise, a natural 1 is always a (critical) miss, so you always have atleast 5% risk of missing your opponent. (See this excellent post for how low thac0 is needed in Throne of Bhaal, the endgame of the BG series!)
Now, let's stick with Leather Armor as an example:
Standard Leather Armor has a base AC value of 8. 10 (Standard AC for all races & classes without any modifiers from DEX or items) - 8 = 2. That means you detract 2 from your AC, so with Leather Armor your 18 dex character will have -4 AC. But! Leather Armor has a +2 modifer against piercing and missile attacks! So against missile and piercing attacks, you actually have the same AC as if you're wearing no armor at all (4+2 = 6). You have no modifiers for Blunt (Clubs, Flails, Maces, Hammers...ect) and/or Slashing (Long Swords, Bastard Swords, Scimitars, Shortswords, Axes, Katanas...etc) weapons, however, meaning that Leather Armor is actually an upgrade over no armor since it gives you -2 AC to Slashing & Blunt (bludgeoning, crushing) weapons, although a small one.
(I am unsure wether or not the penalties to thieveing skills stated in the manual actually applies, however)
Edit: Also, in your elven fighter example, he would have a THAC0 of 16. 20 base, -1 from being an elf using a longsword, -1 from ** in longsword, -2 from 18/55 strength.
Edit 2: oops, you said that he would have 17 THAC0 assuming he didn't have any bonuses, such as from being an elf.
example: A level 1 Fighter with 2 ** in Long sword and 18/55 STR will have a thac0 of 17 assuming he has no additional modifiers for race or items
AC from DEX: Ahh, yeah, that is true, but also largely sematics, imho. I'll edit, though.
EDIT No worries TJ, and thanks! /EDIT
The distinction between things that set a value, which do not stack, as compared to things that provide a bonus/penalty, which do stack, actually applies to many other things in the game, such as your THAC0, your stats, etc.
Chain mail armor penalties:
Open locks: -5
Find traps: -5
Move silently: -10
Pickpockets: -20
I got the information from here http://www.ironworksforum.com/forum/showthread.php?t=9574
Other than those, no, armor doesn't impose penalties on theiving skills.
-edit-
Found it!
http://forum.baldursgate.com/discussion/14695/stealing-in-stores-questions-spoilers#Comment_239718