This is the second of a series of posts designed to assist the complete AD&D newbie in playing Baldur's Gate. To avoid making this into the online version of the Player's Handbook, I'm not going to cover everything - just the bits that most new players will want to know. In other words, all the things I had to ask Digit about. This second instalment deals with the some of the core mechanics of the game, and is (thankfully) much shorter than the first.+ + + + +
The famous d20 (now 3.5cm across and in brushed steel!). Image courtesy of Warehouse 23; click for information and to purchase.+ + + + +
THE d20 SYSTEMFor a comprehensive explanation of the d20 system, click
here to read Wikipedia's take on it, or ask any D&D fanatic. They'll be only too happy to explain it to you. I'll be running over the absolute bare basics.
As mentioned in my
first post, AD&D specifies character abilities or attributes by using a 20-sided die. In tabletop gaming, you actually have a 20-sided die to roll; in the PC games, the computer simulates rolls of the same. But the d20 system isn't restricted just to making player characters. Each creature in the AD&D universe has a certain number of hitpoints (health points, essentially); each weapon does a certain amount of damage; and both of these also rely on the d20 system.
You'll see, in the Monster Manual or in-game, references like 1d4 or 6d12, etc. Taking the first example - 1d4 - you would read that as 1 x d4. d4 is a 4-sided die, thus 1d4 = one 4-sided die. If 1d4 was the amount of damage listed for a given weapon, it means that this weapon can deal a random amount of damage up to a maximum of 4 (unmodified by any other factors), depending on your attack roll. If our second example, 6d12, was the amount of health listed for a given monster, it would have a maximum of 72 hitpoints (6 x d12).
Each outcome of a d20-based amount is dependent firstly upon what die is being used (d4, d6, d8, etc.), then secondly upon how many of those dice are being used (1d8, 10d20, etc), and thirdly upon the attributes of the creature involved (if any). A character who has high Strength, for example, will do more damage with a melee weapon than a character with low Strength if their rolls are identical.
SAVING THROWSWhen one creature attacks another, the defender must make a saving throw. There are different types of saving throws (e.g. magic, poison, etc.) for specific attacks. If you fail your saving throw, you will take the full brunt of the attack, whatever it might be (minus any resistances you might have from potions, spells or items). If you succeed in your saving throw, you can sometimes avoid the effects of the attack altogether.
The usefulness of saving throws varies depending on the type of attack. Every spell in the game specifies, in its description, what a saving throw will accomplish against it. For example, I could cast the level 5 mage spell
Cloudkill at someone. The spell description specifies "Saving Throw: None", meaning that you cannot save vs. this spell at all, and your only protection against it is to run away or resist some of its effects.
If I cast the level 5 priest spell
Flame Strike, on the other hand, it says "Saving Throw: 1/2", meaning that if my target successfully saves vs. magic, they will only take half damage. If any spell says "Saving Throw: Neg", it means that a successful saving throw will completely negate the effects of the spell.
ARMOR CLASSUnlike in most other games, 2nd edition rules (which is what Baldur's Gate uses) specify that a high armour class is a bad thing. If you have a low armour class (preferably negative), you're doing well. Fighters will usually have low armour classes; so will powerful monsters.
2nd edition also used a construct called THAC0, short for "To Hit Armor Class 0". I still get confused over this, and I wasn't the only one (they took this out in 3rd edition rules, I believe) but basically all you need to know is that to be successful, your THAC0 should be as high as possible, and your opponents' should be as low as possible. Anything that lowers your opponents' THAC0 is a good thing; anything that lowers yours is a bad thing. Weapons...