Game Balance Analysis
Design, analyze, and judge game balance through concrete models and player-
facing outcomes. Produce actual values, tables, calculations, tuning options,
or verdicts rather than a general discussion of balance theory.
Core rules
Select the balance target
Classify the task before modeling. A request may involve one or more of:
- mathematical relationships between costs, benefits, rates, and outcomes;
- difficulty for an intended audience or skill band;
- progression of player power, challenge, access, and reward timing;
- initial conditions such as turn order, side, spawn, map, or starting stock;
- viability and interaction of multiple strategies;
- comparative value of objects, abilities, characters, or builds;
- actual and perceived fairness.
When targets conflict, state the tradeoff and prioritize the user's intended
experience. Do not silently optimize one balance type at another's expense.
Model the relevant context
Attach every conclusion to an audience, mode, content set, skill band, build,
time horizon, and version as relevant. Separate confirmed rules/data,
calculated predictions, design assumptions, and unknowns.
Classify option relationships
Before comparing options, classify the dominant relationship:
transitive: broadly more benefit should carry more cost or disadvantage;
intransitive: value depends on the opposing choice or counter cycle;
situational: value depends on content, state, timing, or frequency;
mixed: more than one model is required.
Do not force an intransitive or situational set onto one absolute power curve.
Preserve meaningful differences
Numerical equality is not the goal. Accept deliberate asymmetry or small
deviations when they support identity, discovery, risk, accessibility, or
varied decisions without collapsing the choice space. Recommend adjustment
when a difference makes one legitimate path compulsory, futile, unknowable,
or unfair for the intended context.
Treat random systems at three levels
Always distinguish:
- mathematical probability and outcome distribution;
- player utility, including thresholds, loss, duplication, and diminishing
value;
- perceived probability produced by information, presentation, memory, and
trust.
A mathematically fair random system may still need redesign when its utility
or perceived fairness contradicts the intended experience.
Match confidence to evidence
Use mathematics for first-pass values and boundary checks, playtests for player
behavior and understanding, and telemetry for repeated population patterns.
One source does not substitute for the others. State what evidence would
confirm or overturn the result.
Use two executable artifact lifecycles
For every non-trivial numeric design, use executable artifacts to verify the
model and parameters. Read references/simulation-and-tooling.md and choose:
- a temporary verification script for independent one-off calculation,
invariants, boundary checks, or proposal judgment; run it, capture the
evidence needed for the decision, then delete the script and scratch output;
- a persistent simulation/tuning tool for a balance system that will be
designed, explored, or adjusted repeatedly; deliver and retain the tool,
editable parameters, scenarios, and accepted result set.
Inline arithmetic is sufficient only when a few independent calculations fully
determine the result and parameter sweeps, repeated state, or randomness would
not add useful verification. State why no script is needed.
Do not accept a model from inspection alone. Execute a known baseline, ordinary
and boundary scenarios, and the proposed parameters. When the model is random
or iterative, use fixed seeds and report distributions rather than one run.
Treat a persistent simulator as the executable specification of the balance
model. Validate both model fidelity and parameter fitness. When results
conflict with confirmed rules, known cases, or observed behavior, determine
whether the model/tool is wrong or the parameters miss their targets. Fix and
version the model and simulator first, add the failed case as a regression
check, rerun validation, and only then tune parameters. Never use parameter
changes to compensate for a known model defect.
Task routing
Read exactly one primary task playbook:
| Task |
Read |
| Create first-pass numbers or a new balance model |
references/design-balance-model.md |
| Diagnose an existing imbalance and tune it |
references/diagnose-and-tune.md |
| Judge or compare a proposed balance change |
references/evaluate-balance-proposal.md |
Then read only the relevant domain playbook:
| Domain |
Read |
| Combat, enemies, XP, levels, rewards, PvE progression |
references/combat-and-progression-playbook.md |
| Currencies, sources/sinks, prices, trading, inflation |
references/economy-playbook.md |
| Competitive matchups, snowball, ratings, metagame |
references/pvp-and-metagame-playbook.md |
| Loot, cards, dice, streaks, pity, duplicate protection |
references/random-reward-playbook.md |
Read references/calculation-recipes.md only for the calculations required by
the task. Read references/simulation-and-tooling.md whenever a substantive
numeric model is designed, diagnosed, or judged. Read
references/evidence-and-validation.md when conclusions depend on playtests,
telemetry, experiments, or statistical inference.
Working expectations
- Inspect actual rules, configuration, data, or code behavior before analyzing
an existing system.
- Make a small set of labeled assumptions and continue when a provisional
first pass is useful; stop only when plausible answers require opposite
models or verdicts.
- Calculate ordinary, optimized, and relevant boundary cases.
- Translate parameter changes into player-facing outcomes.
- Trace material effects into adjacent systems and options.
- Create and run a temporary verification script or persistent simulation tool
for every substantive numeric model. For temporary work, report what was
checked and confirm cleanup. For retained tools, return the path, invocation,
inputs, and result summary.
- End with recommended values, tuning options, or an explicit verdict and
validation plan.
Do not implement the chosen changes unless the user's task or a separate
engineering workflow authorizes implementation.
1---2name: game-balance-analysis3description: Specialized in game numerical design, this skill designs first-pass game balance values, diagnoses and tunes existing systems, and evaluates balance proposals by building and running executable models, simulators, parameter sweeps, and evidence checks. Use for combat, progression, economies, items/builds, PvP/metagames, and random rewards when the task requires concrete numbers or a supported verdict. Do not use for broad qualitative game-design critique without a numeric or systemic balance decision.4---56# Game Balance Analysis78Design, analyze, and judge game balance through concrete models and player-9facing outcomes. Produce actual values, tables, calculations, tuning options,10or verdicts rather than a general discussion of balance theory.1112## Core rules1314### Select the balance target1516Classify the task before modeling. A request may involve one or more of:1718- mathematical relationships between costs, benefits, rates, and outcomes;19- difficulty for an intended audience or skill band;20- progression of player power, challenge, access, and reward timing;21- initial conditions such as turn order, side, spawn, map, or starting stock;22- viability and interaction of multiple strategies;23- comparative value of objects, abilities, characters, or builds;24- actual and perceived fairness.2526When targets conflict, state the tradeoff and prioritize the user's intended27experience. Do not silently optimize one balance type at another's expense.2829### Model the relevant context3031Attach every conclusion to an audience, mode, content set, skill band, build,32time horizon, and version as relevant. Separate confirmed rules/data,33calculated predictions, design assumptions, and unknowns.3435### Classify option relationships3637Before comparing options, classify the dominant relationship:3839- `transitive`: broadly more benefit should carry more cost or disadvantage;40- `intransitive`: value depends on the opposing choice or counter cycle;41- `situational`: value depends on content, state, timing, or frequency;42- `mixed`: more than one model is required.4344Do not force an intransitive or situational set onto one absolute power curve.4546### Preserve meaningful differences4748Numerical equality is not the goal. Accept deliberate asymmetry or small49deviations when they support identity, discovery, risk, accessibility, or50varied decisions without collapsing the choice space. Recommend adjustment51when a difference makes one legitimate path compulsory, futile, unknowable,52or unfair for the intended context.5354### Treat random systems at three levels5556Always distinguish:57581. mathematical probability and outcome distribution;592. player utility, including thresholds, loss, duplication, and diminishing60 value;613. perceived probability produced by information, presentation, memory, and62 trust.6364A mathematically fair random system may still need redesign when its utility65or perceived fairness contradicts the intended experience.6667### Match confidence to evidence6869Use mathematics for first-pass values and boundary checks, playtests for player70behavior and understanding, and telemetry for repeated population patterns.71One source does not substitute for the others. State what evidence would72confirm or overturn the result.7374### Use two executable artifact lifecycles7576For every non-trivial numeric design, use executable artifacts to verify the77model and parameters. Read `references/simulation-and-tooling.md` and choose:7879- a **temporary verification script** for independent one-off calculation,80 invariants, boundary checks, or proposal judgment; run it, capture the81 evidence needed for the decision, then delete the script and scratch output;82- a **persistent simulation/tuning tool** for a balance system that will be83 designed, explored, or adjusted repeatedly; deliver and retain the tool,84 editable parameters, scenarios, and accepted result set.8586Inline arithmetic is sufficient only when a few independent calculations fully87determine the result and parameter sweeps, repeated state, or randomness would88not add useful verification. State why no script is needed.8990Do not accept a model from inspection alone. Execute a known baseline, ordinary91and boundary scenarios, and the proposed parameters. When the model is random92or iterative, use fixed seeds and report distributions rather than one run.9394Treat a persistent simulator as the executable specification of the balance95model. Validate both **model fidelity** and **parameter fitness**. When results96conflict with confirmed rules, known cases, or observed behavior, determine97whether the model/tool is wrong or the parameters miss their targets. Fix and98version the model and simulator first, add the failed case as a regression99check, rerun validation, and only then tune parameters. Never use parameter100changes to compensate for a known model defect.101102## Task routing103104Read exactly one primary task playbook:105106| Task | Read |107| --- | --- |108| Create first-pass numbers or a new balance model | `references/design-balance-model.md` |109| Diagnose an existing imbalance and tune it | `references/diagnose-and-tune.md` |110| Judge or compare a proposed balance change | `references/evaluate-balance-proposal.md` |111112Then read only the relevant domain playbook:113114| Domain | Read |115| --- | --- |116| Combat, enemies, XP, levels, rewards, PvE progression | `references/combat-and-progression-playbook.md` |117| Currencies, sources/sinks, prices, trading, inflation | `references/economy-playbook.md` |118| Competitive matchups, snowball, ratings, metagame | `references/pvp-and-metagame-playbook.md` |119| Loot, cards, dice, streaks, pity, duplicate protection | `references/random-reward-playbook.md` |120121Read `references/calculation-recipes.md` only for the calculations required by122the task. Read `references/simulation-and-tooling.md` whenever a substantive123numeric model is designed, diagnosed, or judged. Read124`references/evidence-and-validation.md` when conclusions depend on playtests,125telemetry, experiments, or statistical inference.126127## Working expectations128129- Inspect actual rules, configuration, data, or code behavior before analyzing130 an existing system.131- Make a small set of labeled assumptions and continue when a provisional132 first pass is useful; stop only when plausible answers require opposite133 models or verdicts.134- Calculate ordinary, optimized, and relevant boundary cases.135- Translate parameter changes into player-facing outcomes.136- Trace material effects into adjacent systems and options.137- Create and run a temporary verification script or persistent simulation tool138 for every substantive numeric model. For temporary work, report what was139 checked and confirm cleanup. For retained tools, return the path, invocation,140 inputs, and result summary.141- End with recommended values, tuning options, or an explicit verdict and142 validation plan.143144Do not implement the chosen changes unless the user's task or a separate145engineering workflow authorizes implementation.