Where was the term THACO first used?

molonel

First Post
So we're sitting around, and we had one of those historical questions about AD&D that pops up once in a while:

Where was the term THACO first used? Or, if you wish to reframe the question, when was it first used?

I don't remember the term being used prior to 2nd Edition AD&D. I'm sure the concept was around, and maybe it was used somewhere else, but I could SWEAR that it was not made part of the core rules set until 2nd Edition AD&D.

I know there are going to be people who believe with all their heart and soul that this appeared in 1st Edition, but can any of them show me where?

That's the question.
 

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It was 2E that it became a game mechanic, but the term existed before then.

In 1E, to-hit targets were determined by cross-indexing class level with the AC of the target on a chart. Thinking back, I can't believe I used to do that and think nothing of it!

However, the term THAC0 was there - it was the score needed, obviously, to hit AC 0, and most people used it as a shortcut to determine hit rolls rather than consulting the tables.

Edit - just found this Wikipedia article:

THAC0 (pronounced THA-ko or THAK-oh /'θæ.kɔʊ) is an acronym constructed from the phrase "To Hit Armor Class 0" which comes from the tabletop role-playing game Dungeons & Dragons. THAC0 was introduced in basic Dungeon & Dragon (1985 edition) and continued in use in the 2nd edition of Advanced Dungeon & Dragons (1989). In the 3rd edition of D&D (2000), the armor class system was changed and THAC0 is no longer used in the following D&D editions. Thac0 is still sometimes unofficially used with the Hackmaster RPG, which is derived from 1st and 2nd edition AD&D.

THAC0 is a convenient way to keep track of the ability of a character or monster to successfully strike another character or monster in combat. Each creature has an armor class that determines how hard it is to hit that creature, with lower numbers representing higher difficulty. For example, a normal, unarmored human has an armor class of 10 while a heavily armored fighter might have an armor class of 1 or 0.

A point which can be confusing to players who picked up D&D as of 3rd edition is that the acronym THAC0 seems to be something that the defender applies, since it contains "AC" (Armor Class). Instead, THAC0 is a measure of the attacker's ability to hit a specified armor class, and thus belongs to the attacker. The following description will make sense to a 3rd edition player when this is kept in mind.

The success of a character's or monster's attack is determined by rolling a 20-sided die. If the number obtained equals or exceeds the attacker's THAC0, the attacker has successfully hit a target with armor class 0. If the target has an armor class different from zero, the target's armor class is subtracted from the attacker's THAC0, and that number is what the attacker's roll must equal or exceed.

High THAC0s signify that an attacker is poor at hitting targets, while low THAC0s indicate the attacker can hit targets with ease. There is nothing particularly significant about an armor class of 0 other than the fact that it simplifies calculations.

The idea that a creature is harder to hit when its armor class goes down was felt by some players to be counterintuitive. While some players mourned the loss of the THAC0 system in the change to 3rd Edition D&D, many invited the new system, which features a larger armor class rating as it becomes harder to hit a creature and some more flexible ways to alter armor class.

The main purpose of THAC0 was as a balancing agent. In the system it was impossible to get a THAC0 lower than 3, or for a character's armor score (AC) to go lower than -10. Characters could have multiple bonuses to their attack roll but cumulatively no higher than 9. This leaves a possibility that the most powerful characters could still have a chance of missing a well armored opponent. (3-9=(-6) -(1d20) = (-7 to -26) in this instance the attacking character would have a 3 in 20 chance to miss the armored opponent. This built-in assurance of the possibility of missing was dropped in 3rd Edition in order to not limit characters upper Armor Class or Attack Bonus. THAC0 was also intended to replace the combat tables that were used in the 1st edition of AD&D.
 

Appendix E of the 1E DMG (the "Alphabetical Recapitulation of Monsters (With Experience Point Values)" (pp. 196-215)) includes a column labeled "To Hit A.C. 0" which is a shorthand reference back to the "Attack Matrix for Monsters" table on DMG p. 75 -- if you know the monster's required roll To Hit A.C. 0 it's a simple calculation to determine what it needs to hit other ACs (but note that because of 1E's "repeated 20s" rule this short-hand value isn't actually usable for all ACs -- for instance, a brownie has its To Hit A.C. 0 value listed as 20, which is correct, but since that's the 2nd 20 on the table, you can't reverse calculate from that to get what the brownie needs to hit other ACs (i.e. they need a 16 to hit AC 5, not a 15); likewise an orc has a To Hit A.C. 0 value of 19, but because of the repeated 20s will hit an opponent with AC -8 on a 22, not a 27). So, while what was later called "THAC0" technically appeared as early as the 1E DMG in 1979, it was just intended as a shorthand reference to the table, not an actual formula the way it was in 2E AD&D.

Note also that modules in the late 1E era tended to include "THAC0" in creature statblocks, typically with an explanation that mirrors what was later included in 2E. See, for instance, REF3: The Book of Lairs (1986):
REF3 said:
THAC0: This is an acronym for "To Hit Armor Class 0 (zero)." This gives the number that needs to be rolled on 1d20 for that being to hit Armor Class 0. To determine whether the attack hits another Armor Class, subtract that Armor Class from the THAC0 to see what number needs to be rolled for a hit. If a creature with a THAC0 of 15 attacks a PC with an Armor Class of 4, the creature needs to roll an 11 (15-4) to hit. if the PC is Armor Class -3, however, the creature needs to roll an 18 (15-[-3] = 15+3).

This number eliminates the need to consult tables or keep charts for each character. One simple calculation tells you whether the attack hits. You will find that this calulation quickly becomes automatic.
It's a testament to the lax attitude towards the AD&D rules at TSR in those days that the "repeated 20s" paradox isn't mentioned and, for instance, the kobolds on p. 43 of that book are listed with THAC0 20 with no asterisk or footnote indicating that this is actually the 2nd, rather than the 1st, 20 on the table (and thus calculations To Hit other ACs should be based on 21 rather than 20)...
 




I still remember seeing a character sheet with "THAC 10" on it, as well as THAC0. Any special reason why you'd want to know what you need to hit AC 10?

Cheers,
Cam
 

Cam Banks said:
I still remember seeing a character sheet with "THAC 10" on it, as well as THAC0. Any special reason why you'd want to know what you need to hit AC 10?

Cheers,
Cam
Those commoners, innocent bystanders, jovial innkeepers and other unarmoured non combatant NPCs you encounter in the course of an adventure dont just put themselves to the sword you know :eek:
 

The first time I ever saw it written out as "THAC0" as a standard part of monster stat blocks was in UK7 - Dark Clouds Gather - which was a 1E module from 1985.
 

Cam Banks said:
I still remember seeing a character sheet with "THAC 10" on it, as well as THAC0. Any special reason why you'd want to know what you need to hit AC 10?

A friend of mine remembers something similar - THAC 5".
 

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