rpg-systems

rpg-systems is a skill for Claude Code from rondorkerin/gamestack. It costs 188 tokens per session (927 once invoked), scanned A, original, MIT.

A design and review guide for the three number systems at the centre of a role-playing game: character progression, the economy, and loot and items. It covers how these systems affect one another.

In plain words
What is it for?
Designing or balancing levels, skills, attributes, currencies, crafting materials, item rarity, drop rates, and legendary or unique items.
Why use it?
It helps diagnose problems such as meaningless levelling, unwanted items, broken spending incentives, or rewards that lack identity.

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 Designing or balancing levels, skills, attributes, currencies, crafting materials, item rarity, drop rates, and legendary or unique items.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/rondorkerin/gamestack/rpg-systems
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 rpg-systems
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 rpg-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/rondorkerin/gamestack/rpg-systems/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/rpg-systems)
Your own site
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/rpg-systems"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/rpg-systems/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 rpg-systems

Your own site · 80×15
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/rpg-systems"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/rpg-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 188 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 927 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 $0.00188 $0.00927
Opus 5 $0.00094 $0.00464
Sonnet 5 $0.00038 $0.00185
Haiku 4.5 $0.00019 $0.00093

Measured 9d ago against content hash b95e2773f588, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

rpg-systems 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/rpg-systems/SKILL.md · 39 lines

How it starts

The opening of the file, as written. The whole thing — 39 lines — stays where its author put it; the contents beside it link to each section on GitHub.

RPG Systems

The three interlocking number-systems that make an RPG feel like growth: progression (you get stronger), economy (you accumulate and spend), and loot (you find things worth finding). They fail together — level-scaling guts progression and devalues loot; a broken market guts the reward loop and the economy — so design and audit them as a triad.

When to use this

  • Designing progression: leveling, skill/attribute systems, classless vs. class, level scaling vs. zone gating
  • Designing or balancing an economy: currencies, faucets/sinks, crafting materials, anti-hoarding
  • Designing loot: rarity ladders, drop rates, legendary/unique identity, smart-loot biasing
  • Diagnosing: "leveling feels pointless", "bandits in Daedric armor", "players never spend", "all legendaries are stat-sticks", "drowning in vendor trash"

Scope

This skill owns the RPG number-systems triad. Adjacent concerns live in sibling skills, cross-linked from the guide:

  • The "interesting decision" test, flow, reward schedules → game-design-fundamentals
  • How loot/combat feels (impact, telegraphing, the rarity-effect ladder for finishers) → combat-design
  • The single-save consequence model & meta-progression → permadeath-and-lethality
  • Spatial gating, where a zone sits in the world → open-world-design
  • Generating items/economy content within these constraints, and gating it → procedural-generation, procgen-review
  • Systems that interact to produce emergence (currency-as-material chains) → systemic-emergent-design

How the pieces fit

  • GUIDE.md — the cited why, in three sub-domains: progression (price advancement, don't scale the world), economy (faucets/sinks, desirable sinks, anti-hoarding under scarcity), and loot (rarity baseline, build-defining affixes, procedural breadth vs. hand-authored identity). Each rule carries an exemplar, source, test-for criterion, 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 gates in a generation loop.

Read the full file on GitHub · 39 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 · 39 lines · 188 tokens per session scan A b95e2773f588

Subscribe to this mod's changes

rpg-systems is a skill published in the GitHub repository rondorkerin/gamestack (27 stars, last pushed 2mo ago), licensed MIT. It adds 188 tokens to every session and 927 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.

Related

Other skills, from other repositories

consistency-check

Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach — reads registry then targets only conflicting GDD sections rather than full document reads.

Donchitos/Claude-Code-Game-Studios · 58 tokens

swallowtail

Use the complete Godot development loop from the swallowtail CLI: discover the live engine API, build and edit in the open editor, run and play the game, observe state, debug failures, fix them in place, and verify the result. Use when the task involves creating or modifying a Godot project, testing game behavior…

regiellis/godot-mcp-go · 92 tokens

debug-issue

Systematic Godot debugging decision trees for physics, signals, rendering, navigation, and input issues.

n24q02m/better-godot-mcp · 23 tokens

asset-audit

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

striderZA/OpenCodeGameStudios · 38 tokens

cgs-bug-report

Use for bug report tasks that capture a reproducible bug with environment, steps, expected/actual behavior, severity, evidence, and owner; produce verification evidence, changed or proposed files, and handoff boundaries.

merlinhu1/codex-game-studio · 48 tokens

cgs-bug-triage

Use for bug triage tasks that classify bugs by severity, priority, reproduction confidence, owner role, risk, and release impact; produce verification evidence, changed or proposed files, and handoff boundaries.

merlinhu1/codex-game-studio · 48 tokens