Armor Class: We use ascending Armor Class.

Your class’s Hit Die determines your base weapon damage, e.g. Fighters d8, Clerics d6, Magic-Users and Thieves d4.

Weapon Mastery: At each Attack Bonus (THAC0) increase, your base weapon damage improves by one step, as follows:

1st Bracket - 1dN, N=Class’s Hit Die
2nd Bracket - 1 die type up, e.g. 1d6 1d8
3rd Bracket - 2dN
4th Bracket - 3dN
5th Bracket - 4dN

All classes can use all weapons, except clerics (only blunt) and small races (cannot use longbows and two-handed swords).

Many Weapon Traits have been altered. See the Armor and Weapons List.

Attacking with Two Weapons: Classes with Strength or Dexterity as prime requisites can attack with two weapons. Both weapons or the off-hand weapon must have the Light trait. Attacking with two weapons grants a single attack with Advantage.

A Shield grants a +1 bonus to AC, and can absorb the damage from a single blow, but then is rendered useless. Magic shields can absorb a number of blows equal to their enchantment bonus.

A Helmet does not provide a bonus to AC. It can absorb the damage from a single critical hit, but then is rendered useless. It also imposes a -1 penalty to Surprise.