To Hit - That number which must be matched or beaten by a 20-sided die roll in order to inflict damage on an opponent. (Advanced Dungeons & Dragons 1st Edition Dungeon Masters Guide p229)
Details of Attacker
Strength of attacker
Dexterity of attacker
Magical weapon modifier
Weapon used by Attacker
Class of Attacker
Level/Hit Dice of Attacker
Attacker proficient with weapon
Attacker is blind
Fighter Progression per level applies
Details of Opponent
Armor Type of Opponent
Armor Class of Opponent
Opponent's AC benefit of shield
Opponent's AC benefit of dexterity
Details of Situation
Range
Special Type of Attack
Attacker is charging
Opponent is charging
Dungeon Master's Fiat
To hit modifier
Armor class modifier
Notes
This calculator is intended to be a rules as written / by the book calculator for "To Hit" roles of Advanced Dungeons and Dragons 1st Edition. It relies on the Attack Matrix tables as per p74 of the Dungeon Masters Guide (and hence is not based on the Advanced Dungeons and Dragons 2nd Edition THAC0 concept).
Still to implement
Race/monster modifiers
Giant and Machine Missiles: no dexterity bonus to armor class (Dungeon Master’s Guide p64)
Thief backstab surprise bonus
Spell effects
Parrying action (Player’s Handbook, p104)
Using a net underwater (-4, DMG p56)
Opponent encumbered, held by one leg, off balance, etc +2 (Dungeon Master's Guide p67)
Opponent cover and concealment adjustments (Dungeon Master’s Guide p64)
Adjust Special Attack Type rules to only apply to Melee
Intoxication, moderate -1, Intoxication, great -5 (Fighting Wheel Game Aid)
Other Weapons detailed in the Fighting Wheel Game Aid
A
B
Unanswered questions
The non-proficiency penalty for weapons is provided per class. What non-proficiency penalty should be applied to non-player characters that do not have a character class?
To what extent do the situational factors detailed on p67 of the Dungeon Masters Guide stack with those of p70 of the Dungeon Masters Guide? For example, if it is a rear attack against an opponent that is held by one leg, do both +2 modifiers apply?
What "Combat Ability" means for Typical Inhabitants, as set out in the table on p88 of the Dungeon Masters Guide