Nimble Basic Rules
Nimble Basic Rules
Introduction Stats
The Heroes
Skills
You’ll need
1
Skill Checks & Saves
Advantage/Disadvantage
Wounds Leveling p
U
Death
Hit Dice
2
Starting Combat Heroic Reactions
A combat encounter begins when the GM tells the party to “Roll Initiative!” Each Reactions cost 1 action and are performed when it is not your turn. A hero can per-
hero rolls 1d20 and adds their Initiative bonus. The result determines how many form each reaction no more than 1/round, and they will start their turn with fewer
actionsaherostartscombatwithontheirrstturn: actions.Thereactionsare:
•1 digit initiative = 1 action.
•2 digit initiative = 2 actions.
Defend
Reduce damage from any single attack by your Armor whenever you use this reac-
•20+ (or a natural 20) = all 3 actions! tion. At the GM’s discretion, some damage may not be avoidable (e.g., psychic
Regardless of what a hero rolls on Initiative, at the end of their first turn they damage, or some areas of effect).
gain all 3 actions back.
Interpose
Whencombatbegins,heroesgorst.Whicheverplayerisready rst
If a creature goes
within rst(or
2 spaces would be struck with an attack, you can push them
whoever makes the most sense story-wise), with play proceeding around the table out of the way and become the new target of the attack. You enter their space and
clockwise. Monsters will typically act last, though some may be fast enough to act move them to an adjacent space of your choice.
sooner in the round.
Interpose AND Defend? Yes! As long as you have enough actions to spend, you can
Be Flexible. If players want to strategically switch their turns for one round to facil- Interpose and Defend at the same time. However, you won’t be able to do either reaction
itate teamwork or execute a tactical plan, the GM can allow this at his/her discretion. again until your next turn is over since each of those is limited to 1/round.
Assess Upcasting. You can spend additional mana on tiered spells (up to the tier that you
A great way to include creativity and role-playing in combat. Choose one of the fol- have unlocked) to make them stronger for each additional mana spent.
lowing and then make a DC 12skillcheckto: There are 6 main schools of magic. Each school has its own basic spells called can-
trips and 9 tiers of progressively more powerful spells that can be unlocked as heroes
•Ask a Question. About a weakness, ability, or immediate plans of enemies, level up. Heroes can cast any spell from the schools that they know within the tiers
the environment, story, etc. The GM will answer honestly. they have unlocked.
•Create an Opening. Increase the next Primary Die Roll against a target by
1 this round. Secret Spells. Some spells have been hidden or lost through the ages. Whether they are
•Anticipate Danger. Reduce all Primary Dice rolled against you by 1 this round. too dangerous to be common knowledge or for other reasons, adventurers can sometimes
stumble upon new spells (or wrench them out of the undead hands of a defeated Lich).
Which Skill To Use? Whatever skill you use must make sense based on the circumstances!
Monsters Are Smart! You cannot assess using the same skill more than once in a single
encounter, as your foes adapt to your tactics. You’ll need to stay creative!
3
Starting as a GM
GMing isn’t that ah rd! as that! This conversation goes back and forth, whenever a situation is uncertain,
It’s actually fairly easy, and WAY more rewarding than being a player. The players you may want to call for a roll of the dice. The intro adventures are designed to be
only get 1 character, YOU get hundreds —you get entire ROW LDS at your command. easy to pick up and contain all the guidance you should need to get started.
Sound cool? Yeah it does. A bit intimidating? Also, yes.The good news is you can
start very small. Jump Right In!
Running Monsters
The GM controls the monsters during combat. Monsters do not use Heroic Actions/ )orexample,withthisGoblinstatblock:1ospeed,armor,ors
Reactions. They can move, use the actions listed on their stat block, and their turn usethedefaults.,fheevertakesatotalofor 1 moredamage
ends. Monsters die when they reach 0 HP. means
3/1 goblins
3 areaboutasstrongasalevelhero.
1 Ontheits
uptospaces
6 andstabor
( shoot)ineitherorder.Whenmissed
Monster Armor. While most monsters are unarmored, some creatures are
tougher to take down:
Goblin Lfl¥‹ƒ¥¥
,/ 15
• Medium Armor: Just the Dice. Monsters with Medium Armor (M) ignore all
Haha, Missed Me! Whenever an attack misses you, deal 1 psychic damage in return.
damagemodiersfromstatsandothereffects,takingdamage fromthesumof
the dice only. Stab. 1d6+2 (or Shoot, Range 8).
• Heavy Armor: Half the Dice. Monsters with Heavy Armor (H) ignore damage
modiersandtakehalfthesumofthedice(roundingup).
Minions
Tell oY ur Players! Minions are low-threat monsters that are easy to kill but dangerous in numbers.
They add dynamic movement and excitement to battles without bogging down
gameplay.Minionshave:
4
A Tiny Rescue
The Garden of Death, Chapter 1: A introductory adventure for LEVEL 1 heroes (and GMs) to learn the ropes!
Did We Hear Anything Else? DC 10 Perception check: The sound of a dozen The Elderwild
orsosmallfeetshuftingoutsideinthedark,ordersbeingwhispershouted.
eB A Hero! 6omeplayersarenaturallyhesitanttofacedanger,eggthemon,f
they’re hesitant: Marla, the innkeeper can offer “Free dinner to whoever deals
withthatmAveryelderlyoldmanslowlystandsup,armed hums with
with maga
ical energshuftes
fork, y.)
toward the door.When the heroes go to investigate:
Distant Laughing. Loud,boisterouslaughsechothroughthefor
Opening the door, you are facing down a pack of goblins who clearly look like thesoundrevealsagoblinencampment.1Goblinisridin
they’ve been caught red-handed. A goblin in the back riding on top of a giant rat giantratothergoblinsarepeltinghimwithrocks,tr
arelaughingmaniacally.
as he yells “get’em boys!” He, and a few others take off into the night.
Theremaininggoblins 2 goblin minions/hero
( face
) youdown,lthy,crooked Planning! Allow the party time to observe, ask questions, and plan how to deal with the
daggersdrawn,andlookreadytoleap “ROat
LL INITIATIV
youEand situation. This can be some of the most fun oy ru heroes will have! If the party takes too long,
!” attack.
the rat sniffs the air and growls suspiciously.
Todothis,eachherorolls1d20andaddstheir,nitiativebonus.,fthetotalisa
singledigit,theystarttheirrstturnwithMustaction 1 digits,
2 actions
2 anda
result of 20+, all 3 actions. Roll Initiative! ThisencounterkicksoffwhenthepartyMump
theyMretakingtoolong,thegiantratbeginssnifngthe
Regardlessofwhattheyend rolled,
oftheir
atthe
turn,eachplayerdirectiongetsall3 andgrowling.Goblin 1 )lunkie/heroandGoblin 1 R
actionsback.Whoeverisreadyrstcangorst,andthenplay will
is at half HPgo ifaround
there are 3the or fewer heroes).
tableclockwisethemonsterswillgolast.
Defend & Interpose. This is a more challenging encounter designed to teach the Defend
Minions. Any damage kills a minion, they all move at the same time, they can’t crit, and
Goblin Ratrider 30 10
Traveling Encounters
CHAAARGE! If you(DC
Old aC ravan. Anransackedsupplywagon.6ignsofarecentstruggle move
10 at least 4 spaces in a straight line, attack with advantage once.
(xamination:bloodandgoblintracksallaroundalso 12+: nd d1
1 gp)
0 .
Bite & Stab (x2).d61 On. 2 + crit:Prone.
5
Goblins of the Crystal Crag
ahW t’s Going On? Adventure Locations
Back in Town
Travel Encounters
6
• Pinky claims there is an dreadful force that iw ll soon terrorize the region (unsure
Goblin what that means).
Haha, Missed Me! Whenever an attack misses you, deal 1 psychic damage in return.
• If the party has taken a large amount of damage and is in need of healing, Sprig
Stab. 1d6+2 (or Shoot, Range 8) can’t crit. 15 can offer some slop. Tastes terrible but very nutritious. Eating one healsbowl
2 Hit Dice worth of HP. Eating more than that will not heal them any further,
• Unless the heroes made a lot of noise in the previous room, they can havand e may cause awful vomiting.
advantage on their Initiative roll. • .rogg (abugbear)isinthenextroomawaitinghisslop.9eryme
• A Collapsed Tunnel to the left, a barricaded tunnel straight ahead (to the Goblin’ • "Oh, before
s you go?" Sprig asks to stab one of you (just a little stab), in case
Den–removing the barricade is easy enough, but will alert the goblins on theyoulosehso.roggknowsheatleastputupa ght.Willoffe
other side to your presence: automatic 1 on Initiative), and an open tunnelpunch to him in return, but quickly drops it if heroes seem unwilling. "It’l- l prob
the right, covered in spider webs (to the Spider Chamber). ablybenev
— TOOLS OF THE —
SILENT BLADE
— TOOLS OF THE —
SCOUNDREL
N
U DERHANDED ABILITIES
8
H
SUBCLASSES
— KEEPER OF THE —
SHADOWPATH
— KEEPER OF THE —
IW LD HEART
9
M
SUBCLASSES
— INVOKER OF —
CHAOS
— INVOKER OF —
CONTROL
SPELLSHAPER
10
CONTROL TABLE CHAOS TABLE
I INSIST. Cast a cantrip for free, ignoring all disadvantage; it cannot miss.
Where’s the Chaos Table?ItMsasecretfortheGMonly!Sufceitto really
say,rollinga
ELEMENTAL AFFLICTION. A creature of your choice within 12 spaces gains bad, but rolling a 20 is AWESOME—but if you’re sure you want to spoil it, ask your GM to share
it with you, it’s at the end of this document. Let chaos reign!
the Charged, Smoldering, or Slowed (half speed on next turn) condition.
NO. Choose a creature; it cannot harm a creature of your choice on its next turn.
LOSE CONTROL. Do ALL of the above, but the GM chooses each time.
FIRE SPELLS
ICE SPELLS
LIGHTNING SPELLS
11
O
SUBCLASSES
— OATH OF —
E
V NGEANCE
— OATH OF —
REFUGE
SACRED DECREES
12
RADIANT SPELLS
CHAOS TABLE
13
14
Get the Full Rules!
Core Rules: Game Master’s Guide:
Heroes:
SHOP NOW
15