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Moddable Games Tools

oracle_encounter

Generate a tabletop RPG encounter with CR-appropriate monsters, terrain, and loot (D&D 5e or Pathfinder 1e)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
systemNoGame system (default: dnd-5e)
terrainNoTerrain type (omit for random)
difficultyNoEncounter difficulty (default: medium)
party_sizeNoNumber of players 1-10 (default: 4)
party_levelNoAverage party level 1-20 (default: 5)
monster_typeNoFilter by type (undead, dragon, beast, etc)

TDQS

A3.7/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries the full burden. It discloses that the output includes CR-appropriate monsters, terrain, and loot, but it does not explain return format, randomness, how party_level/difficulty affect CR, or any failure modes. The description adds some behavioral context but lacks depth for a tool with zero annotation support.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single sentence, front-loaded with the action ('Generate'), and every word contributes meaning. It packs key information (output elements, systems) without any filler or redundancy.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description conveys the core function but is incomplete for a tool with 6 optional parameters and no output schema. It doesn't clarify what the returned encounter looks like (e.g., full statblocks, names only), how parameters interact, or how it differs from near-sibling rpg_random_encounter. The schema fills parameter details, but the lack of output schema and sibling differentiation leaves gaps.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the baseline is 3. The description does not add any parameter-specific semantics beyond what the schema already documents (e.g., it doesn't explain how terrain or monster_type filters work). It relies entirely on the schema for parameter meaning.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description uses a specific verb 'Generate' with a clear resource ('tabletop RPG encounter') and specifies output components (CR-appropriate monsters, terrain, loot) plus supported systems (D&D 5e / Pathfinder 1e). This clearly distinguishes it from generic oracle tools like oracle_scene or oracle_ask, and even from rpg_random_encounter which lacks the specificity of CR-appropriate and loot.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description states what the tool does, so usage is implied (when you need an encounter). However, it provides no explicit guidance on when to use this tool versus similar siblings like rpg_random_encounter or oracle_scene, nor does it mention any exclusions or alternatives.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

B3.1/5.0
Disambiguation3/5

Most tools have clear prefixes (chess_, play_, hex_, oracle_, rpg_, ti4_) that separate concerns, but overlap exists between deprecated chess_* tools and the newer play_* equivalents, plus rpg_random_encounter and oracle_encounter both generate encounters. Descriptions help disambiguate, but the redundancy could mislead agents.

Naming Consistency2/5

Many tools follow a domain_verb_noun pattern (hex_generate_map, play_get_moves, rpg_search_entities), but there are notable exceptions like dice_roll, game_deck_create, jam_status, and random_player_order that mix noun-first and verb-last conventions. The inconsistent ordering makes it harder to predict tool names.

Tool Count2/5

81 tools is excessive even for a broad games toolkit; the deprecated chess_* tools alone add unnecessary bulk. While the scope is wide, the count exceeds practical limits and could be consolidated into fewer, more focused tools.

Completeness4/5

The toolkit covers a wide variety of game needs: dice, cards, hex maps, chess, RPGs, TI4, jam management, and galleries. Minor gaps like the score tracker lacking a retrieval method and the absence of some lifecycle operations keep it from being perfect, but core workflows are well covered.