balance-guide
Guide for balancing new Heart Rush content including talents, races, bloodmarks, and progression. Use when creating or modifying game mechanics to ensure they fit the existing power curve.
allowed_tools: Read, Grep, Glob
$ Instalar
git clone https://github.com/CaptainCrouton89/heart-rush-tools /tmp/heart-rush-tools && cp -r /tmp/heart-rush-tools/heart_rush/.claude/skills/balance-guide ~/.claude/skills/heart-rush-tools// tip: Run this command in your terminal to install the skill
SKILL.md
name: balance-guide description: Guide for balancing new Heart Rush content including talents, races, bloodmarks, and progression. Use when creating or modifying game mechanics to ensure they fit the existing power curve. allowed-tools: Read, Grep, Glob
Heart Rush Balance Guide
This skill provides guidelines for balancing new content for the Heart Rush TTRPG.
General Philosophy
Heart Rush is "fail-forward" and gritty.
- Power is Earned: Characters start weak and become legendary.
- Resource Management: Abilities often cost resources (Actions, Rush Points, Daily Uses).
- Niche Protection: Talents should enable specific playstyles without invalidating others.
Ability Definitions (Core Knowledge)
All content (Talents, Racial Abilities, Bloodmarks) relies on these standard definitions.
Ability Structure
Ability Name
Ability tags (Frequency, Timing, Prerequisites).
Rules text describing the effect.
Frequency Tags (Cost/Limit)
The first tag determines power budget.
| Tag | Frequency / Cost | Balance Philosophy |
|---|---|---|
| Passive | Always active. | Low Impact/Consistent. No cost. Avoid stacking flat bonuses. Good for niche perks or unlocking actions. |
| Minor | Encounter resource (Rush Points). | Tactical/Spammable. Costs 1 RP (1st use), 2 RP (2nd), etc. Resets after fight. Good for damage boosts, conditions, mobility. |
| Major | Daily (Long Rest). | High Impact. "Ultimate" moves defining a session. Good for boss fights. |
| Weekly | Once per 7 days. | Narrative Power. Long-term buffs, economic influence. |
| Monthly | Once per 30 days. | Plot Device. Resurrection, weather alteration, legendary crafting. |
Timing Tags
Timing affects utility in combat.
| Tag | Timing | Balance Philosophy |
|---|---|---|
| (None) | Action Phase Only. | Standard. Cannot interrupt or be used during Engagements. Requires planning. |
| Instant | Anytime / Interrupt. | Reactive/Powerful. Used anytime (interrupting actions, after rolls, during Engagements). Premium utility; usually paired with a cost. Resolution is "Last-in, First-out". |
Writing Rules Text
Ensure text covers:
- Trigger/Action Cost (Action, Sidestep, Free?)
- Range & Target (Self, 30ft, Allies?)
- Effect (Specific mechanics, e.g., "Gain A2")
- Duration (Instant, End of round, 1 min)
- Conditions (Saving throws?)
Specific Content Guides
For detailed costs and progression rules, refer to:
- Talents:
TALENT_BALANCE.md- XP Costs, Combat/Noncombat/Elemental specifics. - Races:
RACE_BALANCE.md- Vitals, aspects, and racial abilities. - Bloodmarks:
BLOODMARK_BALANCE.md- Progression and ability types. - Progression:
PROGRESSION_BALANCE.md- XP economy and Heart Die milestones.
Repository

CaptainCrouton89
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CaptainCrouton89/heart-rush-tools/heart_rush/.claude/skills/balance-guide
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Updated1d ago
Added1w ago