rpg_loot
Generate random loot/treasure for a system and tier
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| tier | No | Loot tier (default: minor) | |
| count | No | Number of items (default 3) | |
| system | No | System slug (default: dnd-5e) |
Generate random loot/treasure for a system and tier
| Name | Required | Description | Default |
|---|---|---|---|
| tier | No | Loot tier (default: minor) | |
| count | No | Number of items (default 3) | |
| system | No | System slug (default: dnd-5e) |
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description carries the full burden of behavioral disclosure. It states the action (generate random loot) but omits details such as whether it uses RNG, what supported systems exist, whether the operation is stateless, or what the output structure looks like. This is a significant gap for a tool with zero annotation coverage.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, concise sentence that is front-loaded with the core verb and object. Every word contributes meaning, with no wasted content.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool's simplicity (3 optional parameters, all self-descriptive in schema) and no output schema, the description is minimally viable but incomplete. It lacks guidance on supported systems, the nature of 'loot/treasure,' and the return format, which could be important for agent decision-making.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
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 adds minimal value by mentioning 'system and tier,' which aligns with the schema's system and tier parameters, but it does not enrich understanding beyond what the schema already states.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description 'Generate random loot/treasure for a system and tier' clearly specifies a distinct verb (generate) and resource (random loot/treasure), with qualifiers for system and tier. It differentiates from siblings like rpg_random and rpg_random_encounter by focusing specifically on loot generation.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No explicit guidance on when to use this tool versus alternatives. It does not mention exclusions, prerequisites, or alternative tools for similar tasks. The context 'for a system and tier' implies usage but does not clarify how this compares to other rpg_* tools.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Add one secure layer between your agents and this server.
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.
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.
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.
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.