Okay, essentially this is how we will handle things.<br/><br/>How does THACO work?  THACO is an easy math equation.  THACO-AC=the target number or higher you need to hit on a D20.  THACO can be modified in two ways: When using Melee weapons, your Strength bonus or penalty changes your THACO.  With Missile weapons, Dexterity changes it.  As low THACO is good, this means you subtract a Strength modifier that is a plus and add a penalty to your THACO.<br/>You add your Str mod to damage for Melee and Thrown weapons only (so throwing a dagger, you add your Strength modifier, you don't get it for using a bow).<br/><br/>For example:  While fighting a group of orcs at 1st level (Thaco: 19 with no Str mod), I mention the orcs have AC: 5.  You would need (thaco) 19-(AC)5 to hit them.  19-5=14.  You need to roll a 14 or higher.<br/><br/>Describe your actions in your post.  At the bottom in quotes, put your dice rolls and the numbers you got.  So for example:<br/><br/>Your fighting that group of orcs.  You narrate how your elf takes out her bow and takes a shot.  You mention your arrow sinking into the orc's fat flesh as it squeals in pain.  At the bottom, you would write something like this:<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Rolling 1D20=13  THACO 19 - Dex Modifier +1 = THACO 18.  THACO 18-AC 5=13 or higher.  Damage rolled (1d6): 5</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><br/>There is no post order except in combat.  You can describe what your doing and I'll post what happens when you do.  When in combat, everyone will roll a d6 and add or subtract your Dexterity modifier.  I'll make one roll for all the monsters under my control using the modifier of the fastest monster.  Combat posting will than proceed in that order.<br/><br/>If you want,  I have a pdf of the Rules Cyclopedia rules that I can send out.  One of my favorite editions of D&D, it's fast and simple.  The best bit is, it is incredibly easy to add house rules or take away rules you don't like.  it's a flexible system that is very hard to break.<br/><br/>Keep in mind some things with old school D&D.  There are few rules of what you can and can not do.  Don't be afraid to ask me if you can try something.  I might allow it.  Also remember, the first 4 or 5 levels are dangerous.  Characters die.  Don't be afraid to run or try other tactics.  Charging in and swinging your sword does not always work well.  XP is given for beating an encounter or finding gold.  Talking to the kobolds and making a deal or cutting them into a bloody red mess gives you the same amount of XP (though the first one might lead to bonus rp XP).