Optional + House rules

Nov 30, 2025 1:50 am
We are using the Free Quickstart rules and the Core Rules (version 2.0.3) in this game. You can also check the video below, for a short explanation and review of the Nimble rules:


Below are the optional Nimble rules we are also using:

Inspiration
Whenever a hero does something memorable (roleplays a great moment, makes everyone laugh, sacrifice themselves for the party or otherwise engages in desired behavior), the GM can grant Inspiration: the ability to reroll any single die. Inspiration expires after a Safe Rest.

Retreat
The world is dangerous, and some fights may be unwinnable. Any hero may call for a retreat on their turn. If the party agrees—unless there is a good reason story-wise that a party can’t escape (e.g., they are trapped in nets and completely surrounded by a band of nasty kobolds)—the GM allows them to flee.

Each hero describes their escape (e.g., casting a spell, using equipment, or making a skill check). Consequences may follow, such as taking damage, suffering one or more Wounds, or failing a quest.
Dec 6, 2025 12:19 am
The following rules are not new, but rather a clarification for our PbP medium.

Actions
- You usually start your turn with 3 actions.
- Most things (attacks, moves, spells, abilities) cost 1 action.
- Powerful abilities may cost more.
- Your actions always reset to 3 at the end of your turn (the end of your post in this game's forums).

Reactions
- Used outside your turn, reactions always come from your next round's actions.
- Each reaction costs 1 action, reducing how many you have.
- Each reaction type may be used once per round.

Heroic Reactions in PbP
Because Play-by-Post is asynchronous, you won’t be able to interrupt the GM’s or other players narration in the moment. Instead:

A. Read the GM’s post describing what happened to your character (attacks, movement, forced effects, etc.).

B. When it is your turn to post:
1. Declare any reactions you would have used since your last post (these cost actions and retroactively modify what happened). If you change someone else's action (ie. Help them), please roll their advantage die.
2. Take your actions for this turn (you have 3 minus any spent on reactions).
3. End your post and refresh back to 3 actions.

Example Turn
GM (previous turn):
"The ogre smashes you for 10 damage and shifts position."
Player (in a single post)
1. "I use Defend against that attack, reducing that damage by 4 because of my Cheap Hides + DEX."
Damage is reduced by Armor, so the player loses 6 HP instead of 10. Because of the reaction, though, they start their turn with 2 actions instead of 3.

Action 1 – Assess:
"I look for an opening."
(Roll the Perception check; effect applies this round.)

Action 2 – Attack:
"I strike the ogre."
(Roll the weapon's damage. If the previous action was successful, increase the Primary Die result by 1. This can turn a miss (if you rolled a 1) into a hit (increases to 2) or even a success into a critical hit (if you rolled a 3 on a D4, for example)
GM (after the player posts):
- Considers the Defend adjustment to the previous damage.
- Resolves the attack and checks if the Ogre is still alive.
- Posts the Ogre round and ends their turn.
- Player has 3 actions for their next post.

Initiative
A combat encounter begins when the GM tells the
party to "Roll Initiative!". To do so, each player rolls 1d20 + their Initiative bonus (usually DEX). Your result determines how many actions you begin with:

- Single digit (1–9): Start with 1 action
- Two digits (10–19): Start with 2 actions
- 20+ (or a natural 20): Start with all 3 actions

If you're surprised, the GM may ask you to roll your Initiative with Disadvantage.

Everyone always returns to 3 actions at the end of their turn, regardless of their Initiative roll.

Initiative in PbP
Because this is Play-by-Post, Initiative should not slow the game down. Players do not need to wait for everyone else to roll Initiative before posting their opening moves. As soon as you see your Initiative result:

- You may edit your original post to include your opening actions OR
- You may simply make a new post containing your first turn’s actions

If necessary, the GM will resolve all players’ opening actions in the correct order, but players do not need to wait for everybody to roll. This keeps the pace fast and avoids unnecessary waiting—just roll, check how many opening actions you have, and take your turn immediately.

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