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Skills vs hooks: guidance or guarantees

A skill guides what Claude does; a hook runs a command at a fixed point every time. When a rule needs a guarantee rather than a good chance of being followed.

A skill makes the right behaviour very likely. A hook makes a check certain. Knowing which a rule needs saves a lot of frustration.

SkillHook
NatureInstructions Claude followsA command that always runs
GuaranteeHigh likelihoodEvery time, at a fixed point
Good forJudgement: layout, tone, structureChecks: format, lint, forbidden paths

Our own no-em-dash rule shows both halves: the writing guidance says not to use them, and a mechanical check fails the build if one appears. The guidance gets the work right most of the time; the check catches the rest. Other comparisons are in skills vs subagents and skills vs slash commands.

Questions

What is a hook in Claude Code?

A command configured to run automatically at a point in Claude Code's lifecycle, such as before or after a tool is used. It runs every time, whatever the model decides.

When should a rule be a hook rather than a skill?

When breaking it is unacceptable and it can be checked by a command: formatting, a banned file path, a test that must pass.

Can a skill and a hook work together?

Yes. The skill explains the standard so the work starts right; the hook checks it so nothing slips through.

Or skip the afternoonand drop one in.

Every skill in the catalogue is a folder you drop into your skills directory. Each ships with its design rules, worked examples and a troubleshooting table, and downloads the moment you pay.