Use this skill when the user wants to plan a Daggerheart combat encounter end to end, including narrative function, battle-point budget, role mix, environment pressure, escalation, and which pieces should be looked up, adapted, or created by downstream skills.
Use this skill when the user needs a whole combat encounter plan rather than a single adversary, budget calculation, or scene fragment.
references/core-procedure.md.references/delegation.md.references/encounter-structure.md.references/examples.md for compact encounter-plan models.references/edge-cases.md if the encounter risks becoming flat, overlong, overcomplicated, or disconnected from the story.assets/template.md for output.# Combat Encounter Plan Template. Do not add a different top heading.
Include an explicit Count for the slot, use Points for the total spend of that slot, and include Adversary requirements.
For Role: minion, treat Count as the number of party-sized minion groups unless you explicitly state a different group size.
Match Points to the role cost from the core procedure. In particular, support always costs 1 point per adversary; if you want a tougher medic, guard, or helper that fights like a full combatant, classify it as standard instead.
If you include Acquisition hint, only use prefer-existing or prefer-new.daggerheart-encounter-budgeting if the user only wants battle-point math.daggerheart-adversary-selection if the user only needs role composition.daggerheart-environment-design if the scene pressure is mostly environmental.daggerheart-combat-objectives if the fight mainly needs better stakes or win conditions.daggerheart-adversary-creation when a roster slot calls for a new unnamed adversary.Always keep the encounter planner at the orchestration layer. Do not silently replace downstream skill work with improvised full stat blocks.