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Moddable Games Tools

rpg_random_encounter

Generate a random encounter for a system and difficulty level

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
typeNoMonster type filter (beast, undead, fiend, dragon, etc)
systemNoSystem slug (default: dnd-5e)
difficultyNoEncounter difficulty

TDQS

C2.9/5.0
Behavior2/5

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

Since no annotations are provided, the description carries the full burden of behavioral disclosure. It only states the action without explaining the output format, randomness behavior, system compatibility, or how difficulty affects results. The lack of such details makes the tool's behavior opaque.

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 of 10 words, front-loaded with the verb 'Generate'. It is appropriately concise for a simple tool, with no redundant or irrelevant information, and every word contributes to the core message.

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

Completeness2/5

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

With no output schema and no annotations, the description needs to convey more context. It fails to mention what the returned encounter looks like, what systems are supported, or how the 'type' and 'difficulty' parameters influence the result. Given the tool's simplicity, a bit more detail would significantly improve completeness.

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?

The input schema has 100% description coverage, so the baseline is 3. The description adds minimal value by mentioning 'system and difficulty level' but does not expand on the 'type' parameter or provide additional semantics beyond the schema's existing parameter descriptions.

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

Purpose4/5

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

The description uses a specific verb 'Generate' and identifies the resource 'random encounter', with parameters 'system and difficulty level'. It is clear in its core purpose, but it does not distinguish itself from sibling tools like oracle_encounter or talisman_draw_encounter, relying solely on the name for differentiation.

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

Usage Guidelines2/5

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

The description provides no guidance on when to use this tool versus alternatives. Given the many sibling tools with overlapping functionality (e.g., oracle_encounter, talisman_draw_encounter), the absence of context or exclusions leaves the agent without direction for tool selection.

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.