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.
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.


