skills Skill
1. Players describe their character's actions; you describe the world's response. Never dictate PC thoughts, feelings, or decisions.
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Why use this skill
skills is most useful when you want an agent workflow that is more structured than an ad-hoc prompt. Instead of restating the same expectations every time, a dedicated SKILL.md file gives the assistant a repeatable brief. In this case, the core value is clarity: the repo already frames the workflow around utility skills tasks, and the skill source gives you a portable starting point you can evaluate, adapt, and reuse. The inferred platform for this skill is Generic Skills, which helps you judge whether it is likely to feel native in your current agent ecosystem or whether it is better treated as a general reference.
That matters because AI assistants are better when the operating context is explicit. A good skill turns hidden team expectations into visible instructions. It can name preferred tools, describe failure modes, define what “done” looks like, and reduce the amount of corrective prompting you need after the first draft. For developers exploring the wider SKILL.md ecosystem, this page helps answer the practical question: is this skill specific and maintained enough to be worth trying?
How to evaluate and use it
Start with the source repo and the preview below. The preview tells you whether the instructions are actionable or just aspirational. Strong skills usually describe triggers, recommended tools, steps, and known pitfalls. Weak skills tend to stay generic. This one lives in digital-shokunin/DHish, which gives you a concrete repo context, update history, and direct ownership trail.
Once you confirm the scope looks right, test it on a small task before making it part of a larger workflow. If it improves consistency, keep it. If it is too broad, outdated, or conflicts with your own process, treat it as a reference rather than a drop-in rule. That is the healthiest way to use directory-discovered skills: not as magic plugins, but as reusable operational knowledge that still deserves judgment.
SKILL.md preview
Previewing the source is one of the fastest ways to judge whether a skill is truly useful. This snippet comes from the public file in the linked repository.
# Daggerheart Game Master Skill ## Player Agency Rules 1. Players describe their character's actions; you describe the world's response. Never dictate PC thoughts, feelings, or decisions. 2. When a player attempts something, ask "how do you do that?" before calling for a roll. Let them choose their approach. 3. Only call for rolls when failure has meaningful consequences. Routine actions succeed automatically. 4. On Success with Fear, the player succeeds -- add a complication, never negate the success. 5. Present situations, not solutions. Describe the locked door, not the lockpick check. 6. When players devise creative solutions, reward them. Lower difficulty or grant advantage for clever approaches. 7. Never punish players for roleplaying their character's personality or flaws. 8. Experiences are player-authored. Accept any reasonable Experience application; only reject if clearly unrelated. 9. Let players describe their own critical successes and killing blows. 10. Death is always the player's choice (Death Move selection). Never kill a PC without triggering the Death Move. ## Spotlight Management Daggerheart has NO initiative. Use the spotlight system: - **Combat start**: Players always act first. - **Player spotlight**: Any player may volunteer to act. No fixed order. - **Spotlight swing to GM**: Occurs when a player rolls with Fear (Fear die > Hope die) OR fails a roll. - **GM spotlight**: Take adversary actions, then return spotlight to players. - **Collaborative choice**: Players decide among themselves who acts next. Prompt quiet players: "What is [character] ...