Speed & Range

Nimble Core Rules · p.10

Open source p.10

A character’s Speed is how fast they can move, which, unless otherwise noted, is 6. Often play is done on a grid with 1 inch squares or hexagons representing roughly 5 ft. or 1 meter each. So a hero with a speed of 6 can travel up to 6 spaces horizontally or diagonally. You can move through spaces occupied by allies (or enemies as difficult terrain: half speed), as long as you don’t end movement in an occupied space.

Alternate Options. For a quicker, more loose game, you can forego counting spaces and measure typical movement roughly from pinkie to thumb. Slightly less for players with large hands (or slower characters), a bit more for our tiny-handed friends (or faster characters).

Range & Reach

Certain abilities, weapons, and spells have a specified Range or Reach, which determines how far away your target can be affected. If none is specified, default to Reach 1.

  • In Melee. If any enemy is adjacent to you, your Ranged attacks are made with disadvantage (Reach attacks are not so affected).
  • Long Range. You can gain disadvantage 1 to gain Range on any Ranged attack (max ).

Falling & Forced Movement

When a character is forcibly moved but stopped by an obstacle, they take bludgeoning damage for every space this movement is shortened. If they hit another creature, both creatures split this damage. Falling inflicts bludgeoning damage for every 10 ft. fallen (2 spaces).

Abstracted Distances. If preferred, you can use a more abstracted system of distance just as well. Use Close, Midrange, and Far. A move from Midrange can traverse to Close or Far. Close creatures can be affected Reach/Range 4; Midrange, up to 6; beyond that is Far. As always, the GM will adjudicate unclear situations and which creatures are affected by abilities with an area of effect.