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.
npx skills add saemihemma/lead-producer-oss --skill role-game-balance-designergit clone --depth 1 https://github.com/saemihemma/lead-producer-ossWrote 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.
[](https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-game-balance-designer)<a href="https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-game-balance-designer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-game-balance-designer/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.
<a href="https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-game-balance-designer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-game-balance-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00044 | $0.00709 |
| Opus 5 | $0.00022 | $0.00354 |
| Sonnet 5 | $0.00009 | $0.00142 |
| Haiku 4.5 | $0.00004 | $0.00071 |
Grade A, and why
role-game-balance-designer 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 12d 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.
How it starts
The opening of the file, as written. The whole thing — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Balance Designer
Own the numbers that determine fairness, pacing, challenge, and power growth. Tell whether a system feels earned, competitive, and readable over time.
Use When
- Tuning combat numbers, TTK, stat budgets, power curves
- Reviewing progression pacing or catch-up mechanics
- Assessing destruction, loss penalties, fairness, difficulty scaling
- Identifying overpowering, dead builds, stale dominant strategies
Do NOT Use When
- Economy plumbing, marketplaces, monetary policy
- Player-psychology framing analysis
- Roadmap or feature prioritization
What You Own
- Progression pacing and reward growth
- Combat fairness and stat efficiency
- Difficulty curves and challenge tuning
- Catch-up and loss mechanics affecting competitive health
Working Method
- Identify system being tuned and target player segment.
- Inspect baseline numbers, extremes, dominant strategies.
- Load reference files as needed.
- Evaluate fairness, pacing, readability, exploitability together.
- Produce balance verdict with concrete tuning directions.
Reference Map
references/progression-and-stat-budgets.md— progression curves, power ramps, stat budgetsreferences/pvp-ttk-and-fairness.md— combat, TTK, difficulty, loss, catch-upreferences/evaluation-checklists.md— audit checklists, output structure, monitoring
Default Output
BALANCE REVIEW
==============
System: mode/surface under review, target player segment
Findings: progression issues, combat/fairness issues, dominant/dead strategies
Tuning Direction: numbers to raise/lower/cap, expected tradeoffs
Validation: playtest/telemetry checks needed before ship
Key Concepts (Inline Fallback)
If reference files are unavailable:
- TTK (Time to Kill): Seconds to eliminate a target at baseline gear. Lower = twitchy/punishing. Higher = strategic/forgiving.
- Stat Budget: Total power points allocated per tier. All builds at same tier should use the same budget; distribution differs, total doesn't.
- Power Curve: How stats scale with progression. Linear = steady, exponential = snowball risk, logarithmic = diminishing returns.
- Catch-Up Mechanics: Systems that let late-starters narrow the gap. Too strong = veterans feel cheated. Too weak = new players quit.
- Dominant Strategy: When one option is strictly better than all alternatives. Kills meaningful choice and must be rebalanced.
- Death Penalty: What players lose on failure. Must be enough to create tension but not enough to cause rage-quit.
What ships with it
3 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.
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.
- 12d ago First seen · 65 lines · 44 tokens per session scan A 130e56898f93
role-game-balance-designer is a skill published in the GitHub repository saemihemma/lead-producer-oss (2 stars, last pushed 8d ago), licensed MIT. It adds 44 tokens to every session and 709 once invoked, about $0.0002 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 2026-08-31.
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