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2026-05-27 05:38:22 +00:00
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@@ -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**. **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**. 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**.