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Dice and Rolls

Although Icewind Dale hides the dice behind the scenes, the AD&D 2nd Edition dice are still doing the work. Knowing which die governs which check helps you read combat feedback in the message log.

The dice

Die Used for
d4 Some weapon damage (e.g. dagger), some spell damage per level
d6 Common weapon damage, fireball-style spell damage
d8 Weapon damage (longsword), Fighter Hit Dice
d10 Larger weapon damage, Paladin Hit Dice
d12 Two-handed weapon damage
d20 All attack rolls and saving throws
2d10 Reaction rolls when encountering NPCs

The to-hit roll

At the heart of combat is the d20 attack roll. The game subtracts the target's Armor Class from the attacker's THAC0 to get the number needed on a d20:

  • Roll equal to or higher → hit (damage applied).
  • Roll lower → miss.
  • Natural 20 → automatic hit and critical hit (damage doubled).
  • Natural 1 → automatic miss and critical miss.

Helmets, where the class can wear them, prevent enemies from scoring critical hits against you.

Saving throws

Saves work the same way as THAC0: roll a d20 and try to equal or exceed your saving-throw value. Each character has five separate save categories — see Saving Throws.

Reaction rolls

When the party encounters an NPC, the game simulates 2d10 and applies modifiers for the leader's Charisma and the party's Reputation. The result governs how the NPC reacts and can affect shop prices.

Initiative

Within each character's six-second personal round, initiative is a random variation that nudges the casting time or speed factor of the action slightly. See Initiative and Rounds.


Source: rules summarised from iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — Chapter 5 "Combat" and Appendix 5 "Saving Throws".