Vocabulary lesson
happslapp
Member Posts: 53
Im a big fan of RPGs. Elder Scrolls, FF, Fallout, and my favorite is of course Baldur's Gate 1 and 2. However i never got into actual D&D, so I never had a clue what THACO, AC, or any of the rest meant or how they were important to BG. Could anyone give me a quick synopsis on the main abbreviations i should know to better understand and appreciate BBEE.
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THAC0 - It's actually "THAC0" with a zero, not "THACO". It stands for "To Hit Armor Class 0". It's just the system used in 2E to determine how likely it is that you'll hit another creature/character. You use your THAC0 value against an enemy's AC, and you roll to see if you actually hit.
(Saving Throws work the same way.)
AC: "Armor Class" - the number that quantifies the level of defenses possessed by the character. Subtract this number from the value (THAC0) required to hit that character. In other words, a low AC is good; a high AC is bad.
Those are the main items that might be hard to understand. Is there anything else?
If you never take notice to the saving throws in BG, understand that they're your special resistance there, when some magic or ability with special effects try to affect you, you play a d20 dice against one of the 5 saving resistances. If you didn't know this before is something good to take notice.
Saving Throws works on the following manner:
a D20 dice is launched (virtually of course). the result, the value of the dice against your save resistance + or - the bonus penalities. This value gonna be used against one of the 5 kinds of save throw you have, so let's call it X for now.
If X is a greater value than you actual saving resistance you passed the save and will benefit from this. If X is a lesser value than your save resistance, you failed the save and gonna suffer the consequences.
So an example:
your Save x Enchantment is 10 and someone use domination against you.
It's a spell that submit you under the control of the caster unseless you pass a save x enchantment with 4 penality (if i'm not wrong).
The sameway that happens in Armor Class, in saving throws the lesser the value of the save, the better it is. so a 4 penality make your save x enchantment in this situation 14.
A D20 is launched, a result between 1 and 13 make you fail the save, a result between 15 to 20 make you pass the save. It's a shame to assume but i don't remember what happens when in drawns TT!
Another thing is: a 20 is always a critical save, so even if you have a penality that make your save x enchantment 40, for example, no matter what, if you get a 20 you always pass the save. The 1 result is a critical fail, so if you have 0 as value in save x enchantment an get a 1 you fail the save, no matter what.
Saving throw is the counter part of AC, while one rules fight questions, saving throws rules the effects of magic and abilities. Hope to explain more than confure !