--- 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: 1. **Trigger/Action Cost** (Action, Sidestep, Free?) 2. **Range & Target** (Self, 30ft, Allies?) 3. **Effect** (Specific mechanics, e.g., "Gain A2") 4. **Duration** (Instant, End of round, 1 min) 5. **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.