AD&D
Hey Craig,
I'll try to keep this as short as possible.
THACO: To Hit Armor Class zero. Normally in P&P games, you would throw a 1d20 and check this against you THACO and the opponents AC. In order to hit your opponent you need to roll your THACO minus the opponents AC. So if the opponents AC is positive it becomes easier. If the opponents AC is negative it becomes harder. Remember that this is all on a twenty-sided dice.
E.G.:
your THACO: 13 Opponents AC: 3
Here you need to roll at least 10 (13-3) on a twenty sided dice.
Your THACO 13 Opponent's AC: -3
Here you need to roll at least 16 (13 - [-3])to hit your opponent.
On the speed factor:
The computer calculates your initiative. This basically means that the computer calculates how fast you are and in which order of turns everyone gets to attack. The only thing that you really need to know is that how lower the speed factor of a weapon the faster you get to attack. Note: this does not mean that you get to attack more often. You only have a limited number of attacks per turn. (You should imagine the combat system of an AD&D as a turn based system).
I am not sure what you mean with apr.
Hope that this helps a bit.
-Flagg
------------------
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I'll try to keep this as short as possible.
THACO: To Hit Armor Class zero. Normally in P&P games, you would throw a 1d20 and check this against you THACO and the opponents AC. In order to hit your opponent you need to roll your THACO minus the opponents AC. So if the opponents AC is positive it becomes easier. If the opponents AC is negative it becomes harder. Remember that this is all on a twenty-sided dice.
E.G.:
your THACO: 13 Opponents AC: 3
Here you need to roll at least 10 (13-3) on a twenty sided dice.
Your THACO 13 Opponent's AC: -3
Here you need to roll at least 16 (13 - [-3])to hit your opponent.
On the speed factor:
The computer calculates your initiative. This basically means that the computer calculates how fast you are and in which order of turns everyone gets to attack. The only thing that you really need to know is that how lower the speed factor of a weapon the faster you get to attack. Note: this does not mean that you get to attack more often. You only have a limited number of attacks per turn. (You should imagine the combat system of an AD&D as a turn based system).
I am not sure what you mean with apr.
Hope that this helps a bit.
-Flagg
------------------
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</A> Make your gaming Scream
Flagg
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Craig, 3/2 apr means 3 attacks every 2 rounds. 1d20 means (1) 20 sided die, 2d6 would mean (2 or 1 pair) 6 sided dice. It's a standard abbreviation for pen & paper rpgs
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"I will only complicate you/Trust in me and fall as well"
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you get saving throws against various effects. The lower your saving throw the more resistant you are.
If your save vs spell is 8 you need to roll 10 or greater in order to save.
eg. A 10th level mage casts fireball at you. 10d6 damage (save for half). You roll your 20 sided dice and get a 8 or more - you only take 5d6 damage (5-30, ave: 17.5). If you roll 7 or less you take the full 10d6 damage (10-60 ave:35 )
You get saves for the following categories:
Paralysation/Poison/Death Magic
Rod/Staff/Wand
Petrication/Polymorph
Breath Weapon
Spell
Magic Resistance on the other hand is extra save but done on 1d100 as a percentage. You would first roll your magic resistance first - if you make that you are totally unaffected - even by a fireball but if you fail you still get your saving throw and take full or half damage.
Some spells don't give you a saving throw eg. Magic Missile but you still get your magic resistance roll.
Hope this helps.
If your save vs spell is 8 you need to roll 10 or greater in order to save.
eg. A 10th level mage casts fireball at you. 10d6 damage (save for half). You roll your 20 sided dice and get a 8 or more - you only take 5d6 damage (5-30, ave: 17.5). If you roll 7 or less you take the full 10d6 damage (10-60 ave:35 )
You get saves for the following categories:
Paralysation/Poison/Death Magic
Rod/Staff/Wand
Petrication/Polymorph
Breath Weapon
Spell
Magic Resistance on the other hand is extra save but done on 1d100 as a percentage. You would first roll your magic resistance first - if you make that you are totally unaffected - even by a fireball but if you fail you still get your saving throw and take full or half damage.
Some spells don't give you a saving throw eg. Magic Missile but you still get your magic resistance roll.
Hope this helps.
Other resistances take that percentage from your damage. 50% fire resistance would reduce 30 points of fire damage to 15.
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Enchantress is my Goddess.
Few survive in the Heart of Fury...
Gamebanshee: [url="http://www.gamebanshee.com/"]Make your gaming scream![/url]
I myself didn't know much about AD&D until I played BG2,but this guide from Dan Simpson helped me a lot...
[url="http://db.gamefaqs.com/computer/doswin/file/advanced_dungeons_and_dragons.txt"]http://db.gamefaqs.com/computer/doswin/file/advanced_dungeons_and_dragons.txt[/url]
[url="http://db.gamefaqs.com/computer/doswin/file/advanced_dungeons_and_dragons.txt"]http://db.gamefaqs.com/computer/doswin/file/advanced_dungeons_and_dragons.txt[/url]
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I don't understand craig,pay for view!? This is a simple FAQ written by some great guy to help all the poor AD&D newbies,and it's totaly free.If the link above doesn't work 4 u try the one,at the bottom or simply visit
[url="http://www.gamefaqs.com"]www.gamefaqs.com[/url]
BG2 is on the top 10 PC game faq pages so check it out.
[url="http://www.gamefaqs.com/computer/doswin/game/25804.html"]http://www.gamefaqs.com/computer/doswin/game/25804.html[/url]
[url="http://www.gamefaqs.com"]www.gamefaqs.com[/url]
BG2 is on the top 10 PC game faq pages so check it out.
[url="http://www.gamefaqs.com/computer/doswin/game/25804.html"]http://www.gamefaqs.com/computer/doswin/game/25804.html[/url]
There is no knowledge,that is not power...