From a997246fbf64ee97996bc214b1150776eb148ea5 Mon Sep 17 00:00:00 2001 From: default Date: Wed, 27 May 2026 05:38:22 +0000 Subject: [PATCH] Dumb spelling error --- content/posts/dnd-monsters/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/content/posts/dnd-monsters/index.md b/content/posts/dnd-monsters/index.md index e292717..790cd70 100644 --- a/content/posts/dnd-monsters/index.md +++ b/content/posts/dnd-monsters/index.md @@ -62,7 +62,7 @@ If instead you want a scuffle in the woods with bandits, consider the amount of **Armor Class** is essential to certain combats, it makes a difficult monster truly difficult. But I also try to make sure it makes sense, if a **Monster is a big fleshy beast** the size of a barn, it probably **will not have that great of an AC**. -Conversely, **Health Points** are the ying to the yang of **AC**. They truely make the fight either shorter or longer. Every monster stat block will have the **Dice roll** for **HP** such as `2d8+20 (29)` which is helpful in drafting up random health. I personally don't like that approach and instead I usually measure a fight in a **"How many times can this enemy be hit?"** approach. +Conversely, **Health Points** are the yin to the yang of **AC**. They truely make the fight either shorter or longer. Every monster stat block will have the **Dice roll** for **HP** such as `2d8+20 (29)` which is helpful in drafting up random health. I personally don't like that approach and instead I usually measure a fight in a **"How many times can this enemy be hit?"** approach. If it is a weak enemy like an enemy raider, perhaps he will have an **AC of `14`** with his default armor, and perhaps **he can take about 2 hits**.