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Still don't understand THAC0

MagikGimpMagikGimp Member Posts: 30
I've never played D&D so have never really concerned myself with THAC0 when playing D&D rule-set video games. I'm also not a maths nerd and so have never cared to understand how to calculate it but this situation for my main character (see attachments) I just don't understand. I've actually been rolling with it for a while in my game now and have had a sneaking suspicion that my Kensai hasn't been hitting as enough as he really should be for a daring-do warrior class this whole time; now I see why although it makes no sense to me.
My character has weapon proficiencies in long swords (**), axes (**), single-weapon style (*) and dual-weapon style (*) but when fighting with both an axe (2nd hand) and long sword (1st) his THAC0 is reduced dramatically. Why on Earth would this be? Is it because of his stats? Because single is negating dual? Will this be rectified once I place another point in dual?
I should point out that I chose both single and dual because I figured I'd be starting out with only one weapon and finding a good sword/axe to combine with it later and wanted the full bonus for the whole time I was fighting.
Any sage advice, numbers and all if you must, would be appreciated. Just go easy on me for not caring much about the inner workings on which so much of the game is based. I just prefer immersion to maxing out my chances! Cheers guys.
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Comments

  • HeindrichHeindrich Member, Moderator Posts: 2,959
    Don't worry I never played D&D before picking up the Baldur's Gate series. THAC0 means Throw to Hit Armor Class 0. It is very important, as is Armour Class, and the key thing you need to know for both of these stats is that lower is better.

    So when you attack somebody in D&D, you roll a dice with 20 sides. Say your opponent had AC 0, if your THAC0 was 15, you would need to roll a 15 or better to hit. If your THAC0 was 5, you only need a 5 or better to hit. If your THAC0 was 10, but your opponent's AC was -5, then you'd need to roll a 15 or higher to hit.

  • raxtorenraxtoren Member Posts: 228
    edited July 2013
    to hit an enemy you roll "THACO DICE" which is 1-20 ( THACO= to hit armor class 0)

    If your THACO is 18 on - lets say your Kensai - you have to roll 18-20 to land a hit.
    If your ThACO is 12 you only have to roll 8 or anything above that to land a hit

    If armor, on enemy is -2

    you would have to roll 2+ on the same above with your "THACO DICE" so, 20 and 10 on the exemple above.

    Also, if you roll 1 you will always miss I think, and 20 always hit (... + doing a critical hit)

    Thats how I was taught at age 14, playing Baldurs gate 2 by a girl in class ;) I could be wrong!

    Now that girl, in my class, was a dummy so maybe she got it wrong to.


    oh, Heindrich1988 wrote before me - dooh!
  • WispWisp Member Posts: 1,102
    Low THAC0 is good. You are penalised quite heavily if you dual-wield without at least ** in Two-Weapon Style. Even with *** you suffer a penalty to your off-hand when you dual wield (but is it quite small).
  • MathsorcererMathsorcerer Member Posts: 3,037
    With no points in two-weapon style dual-wielding lowers your main hand thac0 by 4 and your off-hand (presumed to be the left hand) by 8. With one point this becomes -2/-6, two points becomes 0/-4, and three points becomes 0/-2. When I made my female half-orc kensai I gave her one point in bastard sword, one point in mace, and two points in two-weapon style (which I raised to three points when she earned a proficiency slot). After that, I added weapons but never the single-weapon style.

    It comes down to a personal choice in BGEE. Always get a high strength, of course, but you really need to choose either specializing and not dual-wielding or merely being proficient and getting *** in dual-wield. Of course, if you don't mind restricting yourself then you could put ** in a weapon and *** in dual-wield--the best defense for a kensai is a good offense. I prefer my fighters to be able to use all sorts of weapons, which is why I don't often opt for specialization.
  • MagikGimpMagikGimp Member Posts: 30
    edited July 2013
    OK I'm getting somewhere now, thanks for all the tips people.
    Heindrich1988 - I had a rough idea it was this but was too lazy to bother checking thinking it was going to be horribly complicated. Thanks to your explanation I've realised it's much simpler than I thought!
    raxtoren - You were taught BG by a girl from school? Ah, happy days; it doesn't get much better than that!
    Mathsorcerer - Your handle couldn't be more appropriate. I am probably your lawfully good mage arch nemesis, or something... ;)

    But, thanks to what you and Wisp said, am I right in saying that having one point of proficiency doesn't help me one bit? That's the impression I'm getting anyway. I have one in single AND one in dual (Kensai have 5 to go around at the start [I think] and I've had a bonus one on levelling since.) I should probably have read the manual but you'd think one would be at least something of an advantage. It seems absolutely useless from what you guys are saying. Dark Viper's str. is 16 and his dex. is 12 if that's worth also mentioning. It's a rule of mine to always accept the first roll no matter how low each score is.
  • SionIVSionIV Member Posts: 2,689
    Having one proficiensy will help you alot as if you weren't proficient in the weapon you would get a minus to your Thac0. So you should never use weapons you aren't proficient with.
  • MagikGimpMagikGimp Member Posts: 30
    edited July 2013
    SionIV said:

    Having one proficiensy will help you alot as if you weren't proficient in the weapon you would get a minus to your Thac0. So you should never use weapons you aren't proficient with.

    Right, but I have two in each weapon I'm dual-wielding and one in both single and dual-weapons proficiency; that's was my point- that that didn't seem to make sense to me. From what I understand I'm going to have to wait until I can add a second to dual before it becomes useful. The maths of all that I still don't get though.
  • raxtorenraxtoren Member Posts: 228
    im gonna check my Thaco... because I hit all the time!
  • KaltzorKaltzor Member Posts: 1,050
    edited July 2013
    THAC0, To Hit Armor Class 0, It's fairly simple...

    But, the reason you're THAC0 takes such a big hit when you equip an axe and a sword at the same time, is because dual wielding has THAC0 penalties.

    Without any points, it is -4 for the Main Hand and -8 for the Off-Hand, every point in it will reduce the penalties by 2, but it won't goto a bonus.

    You stated you have one point in the style, you are then getting a -2 to the Main Hand, the sword, and a -6 to the Off-Hand, the axe. Though with 2 points in both weapons, you will get a +1 to hit on both... So from proficiencies, You're final for both is -1 for the Main Hand and -5 for the Off-hand.
  • raxtorenraxtoren Member Posts: 228
    Yepp, my 2h Paladin at level 6 had 9 in THACO with a big 2hand sword.

    http://s14.photobucket.com/user/QuezcatoL/media/Baldr012_zps271dd9d2.jpg.html
  • atcDaveatcDave Member Posts: 2,153
    I would add to the "best defense is a good offense" quip; better to be excellent at one thing than mediocre in several.

    There's a lot of very good reasons to make odd or eccentric choices. BUT, this is very important, from a pure game play perspective, master one thing before you try another. So if say you want to dual wield scimitars, or long swords, or whatever; start with two pips in your weapon of choice and two in dual wielding. Then add to the weapon or dual wield until both are maxed out. Don't be distracted by anything until you've finished that. By the math of it, this is BY FAR the most effective thing to do.
    Now obviously, you may have role playing reasons why you want two different weapons early on, or maybe you consider a missile weapon a requirement. And that's fine; its your character and your game, do what seems most cool and fun for you.
    But the math will always favor maxing out one thing before worrying about any other. In a balanced party, you will have other characters to specialize in other weapons, like missile or smashing (like a mace or club).

    As others have mentioned, the basic math of it isn't hard, but it is opposite of many other game systems. Thaco starts at 20 and goes down as it gets better. Armor class starts at 10 and goes down as it gets better. "to hit" rolls are derived from a 20 sided die roll, so each improvement of one is a 5% increase in accuracy.
    The most confusing thing is that weapon plusses are added to the hit roll; so they are displayed as LOWERING your Thaco. Yeah I know, it makes more sense in PNP, but on the computer each plus lowers your Thaco.
  • MagikGimpMagikGimp Member Posts: 30
    edited July 2013
    Ah, now that's the piece of the missing puzzle; thanks Kaltzor. It's certainly not how I would have designed it though; maybe it's been revised in future editions of the rules? OK so it's two hits for the price of one but perhaps it should be restricted to those with high enough stats to reduce the advantage? Or maybe a hit roll for each weapon per round?

    This all reminds me of the excellent BGII mod NPC Yasraena, a dual-wielding Drow who nearly has 5* proficiencies all across the board. A little OP you might think as you get her right near the start of the game but her voice acting, graphics etc. are so good I can excuse it. She's gone for good if she leaves the party and won't use any other weapons other than those she starts with so those are some small disadvantages I guess.
    Post edited by MagikGimp on
  • KaltzorKaltzor Member Posts: 1,050
    edited July 2013
    A explanation of how attack rolls work...

    The basic calculation is D20 + Effects + Target's Armor

    D20, is a 20 sided dice, a random number between 1 and 20.

    Effects, there can be some effects that increase or decrese your hit rolls, technically Magic weapons do this, but they're in BG listed as lowering the THAC0 rather than making your hit rolls higher...

    Target's Armor, the Armor Class, AC, of the target gets directly added to the hit roll, if it is over 0, it helps you in hitting it, if it's below 0, it lowers the roll.

    Now, with all that calculated, the result then gets compared to your THAC0, if the roll is higher than your THAC0, you hit.


    Edit: Well, You can place more points in Two Weapon Style, it will reduce the penalties.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    MagikGimp said:

    Ah, now that's the piece of the missing puzzle; thanks Kaltzor. It's certainly not how I would have designed it though; maybe it's been revised in future editions of the rules? OK so it's two hits for the price of one but perhaps it should be restricted to those with high enough stats to reduce the advantage? Or maybe a hit roll for each weapon per round?

    You only get one attack per round with the weapon in your offhand (except with the Improved Haste spell, which you won't be seeing in BG1 anyways), regardless of your proficiency with that weapon or dual-wielding. The attack roll for your offhand is independent of your main hand rolls. You get the same number of attacks with your main hand as you would if you were only wielding 1 weapon.
  • MagikGimpMagikGimp Member Posts: 30
    atcDave - I like to RP an old character from Choose Your Own Adventure books I used to read when I was younger (OK, I admit I still do if I happen to come across any!)
    image
    As you can see he duals with a sword and axe, although I guess he could just use it for chopping firewood come to think of it... Anyway, he duals in MY adventures.
    Yasraena fights with two short-swords so it was just my (bad) luck that I chose two different types of weapon to wield at once.
  • MagikGimpMagikGimp Member Posts: 30
    TJ_Hooker - Ah, good to know; thank you. I guess they really didn't want to encourage dual-wielding at all then. I'll take out the axe for the time being and might add it back into the fray much later on in this run. It does mean I can't use a shield in the other hand but oh well, you live you learn. Thanks to everyone who left a comment, they were all very useful. Next- bug reports! ;D
  • atcDaveatcDave Member Posts: 2,153
    Yeah MagikGimp that was exactly the sort of thing I was thinking of. I've often tried to replicate favorite characters from other games or fiction, and that often means doing things that are less than ideal. It can be lots of fun that way, just wanted to be clear though on what the ideal actually was.
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    MagikGimp said:

    atcDave - I like to RP an old character from Choose Your Own Adventure books I used to read when I was younger (OK, I admit I still do if I happen to come across any!)
    image
    As you can see he duals with a sword and axe, although I guess he could just use it for chopping firewood come to think of it... Anyway, he duals in MY adventures.
    Yasraena fights with two short-swords so it was just my (bad) luck that I chose two different types of weapon to wield at once.

    lol I like the way you are playing the game. (RP-focused and not min/maxed). I do the same with my games, I actually just reduced my charname's hp from 94 to 80 cos I didn't want him to be able to out-tank Minsc and Keldorn lol.

    That said, a melee warrior type who cannot wear armour with only 12 Dex might make your life quite difficult... Some of the endgame stuff really do hit rather hard. Unless you plan to dual-class your kensai into a mage at some stage, in which case he can use spells to provide the protection he otherwise lacks.


  • HeindrichHeindrich Member, Moderator Posts: 2,959
    atcDave said:

    I would add to the "best defense is a good offense" quip; better to be excellent at one thing than mediocre in several.

    There's a lot of very good reasons to make odd or eccentric choices. BUT, this is very important, from a pure game play perspective, master one thing before you try another. So if say you want to dual wield scimitars, or long swords, or whatever; start with two pips in your weapon of choice and two in dual wielding. Then add to the weapon or dual wield until both are maxed out. Don't be distracted by anything until you've finished that. By the math of it, this is BY FAR the most effective thing to do.
    Now obviously, you may have role playing reasons why you want two different weapons early on, or maybe you consider a missile weapon a requirement. And that's fine; its your character and your game, do what seems most cool and fun for you.
    But the math will always favor maxing out one thing before worrying about any other. In a balanced party, you will have other characters to specialize in other weapons, like missile or smashing (like a mace or club).

    As others have mentioned, the basic math of it isn't hard, but it is opposite of many other game systems. Thaco starts at 20 and goes down as it gets better. Armor class starts at 10 and goes down as it gets better. "to hit" rolls are derived from a 20 sided die roll, so each improvement of one is a 5% increase in accuracy.
    The most confusing thing is that weapon plusses are added to the hit roll; so they are displayed as LOWERING your Thaco. Yeah I know, it makes more sense in PNP, but on the computer each plus lowers your Thaco.

    Actually, funny you mention this. I really like how in the BG games, you are forced to generalise rather than become a min/max'd specialist. What with most characters restricted to + or ++ for proficiencies, you can't specialise even if you wanted to. Even with my Fighter/Mage, he has not yet been able to put a 3rd pip in any proficiency so far even if I wanted to, so naturally I've ended up with a fairly wide range of skills.

    I remember in Avernum, it was a no-brainer to put all my skill points into long-swords if I intended to use long swords, or halberds for halberds etc. So I'd ended up with a sword-master of exceptional skill, who does not know how to swing an axe/hammer... or which end to point a spear (the sharp one!)
  • atcDaveatcDave Member Posts: 2,153
    You never will be able to put three pips for a multi-class character.that is part of the penalty for being versatile instead of specialized. I guess the point would be, if you take a single class fighter, make the most of the advantages you have. And I do try to make a character as strong as I can. But I try to have fun with a variety of classes and scores. I'm only interested in an "ultimate" sort of character if I play them along side a pointedly mediocre character to see the difference. I don't relate much of the min/max talk we see here, and I truly don't care what the "best" or strongest class actually is.
  • MagikGimpMagikGimp Member Posts: 30
    I do plan on dual-classing but I've read that thief is a better choice over mage from this page at Play it Hardcore. My Int is too low at present (17) anyway to go for mage but thinking about it, so are the stats necessary for thief! I think I'm going to have to cheat at some point or hope for an tome of Int. Please don't tell me if one exists; I'll find it (if it does) in my own time thanks all the same!
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    edited July 2013
    I wouldn't worry about min/maxing too much anyway. Just build a character that appeals to you. The game is not so difficult that you must be optimised to win. Especially given you have 5 companions to help you along the way.

    I am assuming you started with some sort of a fighter. Dual-classing is probably only worth the effort if you intend to continue into BG 2 with the same character. If you do that, then I personally think choosing Mage would be the stronger option.

    I am no expert here, but I'd imagine that Thief ===> Fighter is much stronger than Fighter ===> Thief. Since Fighters are more combat focused. Either way you'd end up with somebody who can take and dish out plenty of damage, and potentially deliver a deadly first strike via backstab.

    If you went Fighter ===> Mage. You'd essentially end up (in the long run) with a very powerful spellcaster who is not as squishy as most mages thanks to his previous fighter training.

    ps: Oh and I am really glad you seem to be playing the game the 'right way'... lol I maybe biased on this issue though.
  • WispWisp Member Posts: 1,102

    but I'd imagine that Thief ===> Fighter is much stronger than Fighter ===> Thief

    It's the other way around, actually.
    Dualling to fighter is very suboptimal. Fighters are very front-loaded. Past level 13 they gain very little (until HLAs, at least) and there is not that big a difference between a level 9 fighter and a level 13 one. Casters, on the other hand, only grow stronger the more levels they have. The same is true for thieves, albeit on a more modest scale. Barring silly builds, where a multiclass would serve better, a fighter->thief will be stronger than a thief->fighter, since the latter will have crippled thief skills while the former will have essentially the full benefit of the fighter levels. The former will also have more HP, since fighters roll a larger die and get the full effect of CON. However, you only roll HP and gain bonuses from CON for the first 9–10 character levels, so a thief who duals to fighter above level 9 gains a comparatively tiny amount of HP out of it.
  • elminsterelminster Member, Developer Posts: 16,315
    MagikGimp said:

    I do plan on dual-classing but I've read that thief is a better choice over mage from this page at Play it Hardcore. My Int is too low at present (17) anyway to go for mage but thinking about it, so are the stats necessary for thief! I think I'm going to have to cheat at some point or hope for an tome of Int. Please don't tell me if one exists; I'll find it (if it does) in my own time thanks all the same!

    17 intelligence is exactly what you need to dual class into a mage. In the case of a thief you'd need 17 dexterity. Concerning a mage there is really not a lot of difference between 17 and 18 intelligence. Not enough to fret over.
  • Chicago_JackChicago_Jack Member Posts: 7
    edited July 2013
    Magik,

    I've posted this in another topic, but it might help you understand THAC0 a bit more. Basically if you can add and subtract, and know your multiples of 5, then THAC0 should not be too much of a problem to understand:

    "First, when understanding how things get hit in this game, you need to understand that you'll be invisibly rolling a 20 sided die. This means that every point on that die represents a 5% chance to hit (100% / 20pts = 5% / 1pt). This gets modified by the armor your foe has, strength that you have, and weapon that you use.

    Say you have a THAC0 of 20. This means without any modifiers, to hit a target that has an AC of 0, you need to roll ABOVE a natural critical (20) to hit. This means you would have a 5% chance of hitting a target with an AC of 0 (0 * 5% = 0%; but you will always have at least a 5% chance to hit due to rolling a critical hit). Every point into AC that is ether above or below the AC of 0 will ether increase or decrease your base percentage chance to hit by 5%. If a target has 1 AC, then add 5 % to your base, if they have -1 AC, then subtract 5% (again: minimum percent chance to hit is 5%, never 0; and maximum is 95%, never 100). This means, with THAC0 of 20, you will have a 50% chance to hit a target with 10 AC (0% + 50% = 50%). In another example where you have a THAC0 of 6, your base chance to hit will be 70% (14 possible chances to hit * 5% = 70%). Then you run into a target with -10 AC, so your overall chance to hit that target will be 20% (70% - 50% = 20%). This is why less AC is always the best AC you can have. So a Mage with 10 AC base, that uses lvl 1 mage armor, is decreasing the chance something will hit them by 20% (10 base AC - 6 Magic Armor = 4 * 5% = 20%).

    Modifiers from weapons and strength increase your chances to hit as well. Again, each point increases your chance to hit by 5%. So a +1 sword and a +1 to-hit strength modifier would increase chance to hit in the previous example of a 20 THAC0 against a 10AC target from 50% to 60% chance to hit.

    Now a [Level 1 Character] has a base THAC0 of 20 (5% chance to hit). In the beginning of the game, you'll be facing targets that have about 8 to 10 AC. So your base chance to hit something in the beginning of the game will be between 40% for an 8 AC target to 50% chance to hit for a 10 AC target - very low. If you've ever played XCOM, you will understand how low this value is. With 18 strength (THAC0 +1 bonus), your [Character's] chance to hit will be increased to 45% (8 AC) to 55% (10 AC) - still very low. Compare this with [a Character] who has 18 in dex and is using a bow (THAC0 +2 bonus), and you will have increased your chance to hit to 50% (8 AC) to 60% (10 AC) - which is manageable, but not the best (75% chance to hit would be a nice, general percentage chance to have). If [you are attacking from stealth], and the +4 THAC0 bonus is correct (which is a +20% chance to hit), then you will have, with 18 strength mind you, a 65% (8 AC) to 75% (10 AC) chance to hit a target - a lot better [...]

    Overall though, this is also the reason why ranged weapons usually outclass melee weapons in the early game for all classes since all classes start with 20 THAC0. "

    At the beginning of the game, Fighters might have a bit easier time with melee because they can specialize in their weapon of choice. So against beginning enemies with 10 DC, and with 18 strength, you will have a 60% chance to hit instead of 55% with all other classes with 18 strength. Mind you this is equal to the 60% chance to hit with a ranged weapon that other classes get.

    Note that you have to role ABOVE your THAC0 to hit. Not at it or higher. So dual wielding will have a -2 THAC0 penalty to your mainhand and -4 to your offhand. This means, whatever your chances to hit before dualwielding, subtract 10% off your main and 20% off your offhand.
    Post edited by Chicago_Jack on
  • sarevok57sarevok57 Member Posts: 5,975
    yeah, you wont be able to dual class into a thief with 12 dex, you need 15 in your prime ability ( since you are a fighter you need at least 15 str which you have) and then the class that you wish to dual into you need a minimum of 17 for their prime ability/ you cant be an alignment they cant be ( no lawful good for thieves, only true neutral for druids) and the prime ability for a mage is: int 17, cleric: wis 17, druid: wis 17,cha17, thief: dex17, fighter: str 17, ranger: (I think its con 17, don't quite remember, because clerics and rangers can also dual class)
  • CantabCantab Member Posts: 56
    Best explanation can be found here - http://en.wikipedia.org/wiki/Taco

    Also it appears 'Dark viper' likes to play dress ups in his free time?
  • pixie359pixie359 Member Posts: 251
    Just in case it isn't clear from all of the discussion above - while dual weilding does have the THAC0 penalty, even with 3 pips, it does also give you an extra attack. I would say that a Kensai's THAC0 is probably low enough that it is worth sacrificing that a little for the extra attack.

    Also, I wasn't clear that MagikGimp had understood that each attack rolls seperately - so if you have two attacks with your main hand and one with your off hand, you roll 2 x D20 and do the numbers at your main hand THAC0, and then another D20 and work it out for your off hand THAC0.

    Also also, for future builds it's worth noting that Dexterity directly influences your own AC, so having that higher makes it less likely your opponents will hit you with their swords and maces. Important for melee folk that can't wear armour.
  • pixie359pixie359 Member Posts: 251
    Although I've just noticed this thread was from ages ago, so nevermind.
  • CaptRoryCaptRory Member Posts: 1,660
    Since you brought it back fro the dead anyway, I'll reiterate that you can easily use your offhand to equip a less powerful weapon that has a great effect or bonus. The Crom Faeyr gives you 25 Strength, two weapons give an extra attack with your main hand with the good weapon, one weapon gives damage resistance, one katana lets mages memorize extra spells.
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