difficulty-and-balancing

difficulty-and-balancing is a skill for Claude Code from rondorkerin/gamestack. It costs 173 tokens per session (820 once invoked), scanned A, original, MIT.

A guide to tuning how difficult and how fair a video game feels, including its challenges, costs, options, and accessibility settings.

In plain words
What is it for?
Use it to review encounters, weapons, cards, or units; shape difficulty curves and settings; check dynamic difficulty adjustment; and prepare balance spreadsheets or player-data tracking.
Why use it?
It helps find dominant strategies, unfair difficulty spikes, and choices that are too weak or too strong instead of relying only on intuition.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it to review encounters, weapons, cards, or units; shape difficulty curves and settings; check dynamic difficulty adjustment; and prepare balance spreadsheets or player-data tracking.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/rondorkerin/gamestack/difficulty-and-balancing
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add rondorkerin/gamestack --skill difficulty-and-balancing
Clone the repo
git clone --depth 1 https://github.com/rondorkerin/gamestack

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for difficulty-and-balancing

README.md
[![agentmods](https://agentmods.dev/badge/skills/rondorkerin/gamestack/difficulty-and-balancing/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/difficulty-and-balancing)
Your own site
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/difficulty-and-balancing"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/difficulty-and-balancing/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for difficulty-and-balancing

Your own site · 80×15
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/difficulty-and-balancing"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/difficulty-and-balancing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 173 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 820 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00173 $0.00820
Opus 5 $0.00086 $0.00410
Sonnet 5 $0.00035 $0.00164
Haiku 4.5 $0.00017 $0.00082

Measured 9d ago against content hash 9c5f3c7aef3d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

difficulty-and-balancing scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/gamestack/skills/difficulty-and-balancing/SKILL.md · 41 lines

How it starts

The opening of the file, as written. The whole thing — 41 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Difficulty & Balancing

The discipline of ensuring no single option dominates and every player stays in the flow channel — made rigorous by encoding balance as testable invariants and verifying them through simulation, not intuition alone.

Tier: universal craft (→ gamestack-core). Applies across all genres and multiplayer contexts. The encounter-difficulty application lives in combat-design; economy and loot power-budget live in rpg-systems.

When to use this

  • Auditing a system for dominant strategies (God-tier lock-in, degenerate meta, solved builds)
  • Verifying cost-curve balance across a weapon, card, or unit roster
  • Designing or tuning a difficulty curve — encounter sequence, wave rhythm, spike detection
  • Specifying or auditing a DDA system (target metric, adjustment range, visibility decision)
  • Designing difficulty settings and per-axis accessibility assists
  • Building a pre-ship balance spreadsheet or instrumenting post-ship telemetry

Scope

This skill owns the balance and difficulty of game systems — option viability, cost curves, difficulty curves, DDA, and accessibility. Adjacent concerns live in sibling skills:

  • The "interesting decision / no dominant option" principle as a design foundation → game-design-fundamentals (this skill operationalizes that invariant)
  • Encounter difficulty, enemy telegraphing, and encounter feel → combat-design
  • Economy tuning, loot tables, and power-budget math → rpg-systems
  • Macro difficulty pacing across a session arc → pacing-and-the-player-journey
  • Procedural content gating and generation constraints → procgen-review
  • Fairness and player expectations under permanent death → permadeath-and-lethality

How the pieces fit

  • GUIDE.md — the cited why, in five sub-domains: dominant strategies & degenerate cases; balance structures (symmetric/asymmetric/intransitive + cost-curve/power-budget); difficulty curves & DDA / hidden directors; difficulty settings & accessibility; metrics-driven balance (spreadsheets, simulation, telemetry). Each rule carries an exemplar + source, a test-for criterion, the named failure mode, and the procedural/headless implication.
  • CHECKLIST.md — Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain. Written to be enforced as automated validators in a generation or build-gate loop.

Read the full file on GitHub · 41 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 41 lines · 173 tokens per session scan A 9c5f3c7aef3d

Subscribe to this mod's changes

difficulty-and-balancing is a skill published in the GitHub repository rondorkerin/gamestack (27 stars, last pushed 2mo ago), licensed MIT. It adds 173 tokens to every session and 820 once invoked, about $0.0009 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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