The inconsistency of die mechanics in AD&D is often
cited as one of the more confusing parts of the game. Putting aside the
cacophony of die types (death to the percentile roll), the main issue is
roll-under vs roll-over and where the modifier goes. This can seem arbitrary on
first glance, but there is some consistency. Here are (most of) the rolls one can
make, the ‘goal’ of that roll, and what’s being modified:
|
Modifier for…
|
Attempting to…
|
High or Low
|
Modifying
|
|
Saving Throw
|
Beat a Static Value
|
High
|
Roll
|
|
Surprise
|
Beat
a Static Value
|
High
|
Roll
|
|
Attack Roll
|
Beat a Static Value
|
High
|
Roll
|
|
Damage
|
Get
a High Number
|
High
|
Roll
|
|
Reaction
|
Place on a Spectrum
|
High (if you fix it)
|
Roll
|
|
Initiative
|
Get
a Low Number
|
Low
|
Roll
|
|
Nonweapon Prof.
|
Beat a Static Value
|
Low
|
Ability Score
|
|
Thieving Skill
|
Beat
a Static Value
|
Low
|
Thieving
Skill Score
|
|
Morale
|
Beat a Static Value
|
Low
|
Morale Rating
|
Note: The assumption in this breakdown is that we’re
gunning for the ‘desirable’ result for the PC.
You can see that we’re mostly trying to beat a value,
whether that number is based on rolled attributes, level-based tables,
more-than-three, or whatever number THAC0 spits out (depending on how one uses
THAC0). Damage and Initiative are just seeking straight-up results from the
dice. Reaction is our outlier, as it’s used to determine the temperature of the
NPCs.
There’s correlation here: you add the modifier to the roll
if rolling high, and you add the modifier to a static value if rolling low. Initiative
is the weirdo, being the only time you modify the roll while also trying to
roll low.
As I’ve made clear in previous discussions, I’m in favor of
making everything into a roll-under mechanic. This chart shows that in order to
do that, I’ll need to add modifiers to the values rather than the rolls. We’ve
already got three rolls with that setup (NWP, Thieving Skills, and Morale), so
let’s do the rest.