This tool is free to use for anyone who already owns the content, is trying the system out, or cannot afford to buy it right now. If you enjoy Nimble and are able, please support the game by purchasing the official content at nimbleRPG.com.

Movement

Core Rules v2 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 1.5 meters each. So a hero with a Speed of 6 can travel up to 6 spaces horizontally or diagonally.

You can move through ally spaces (or enemy spaces if they are at least 2 sizes bigger or smaller), as long as you don’t end movement in an occupied space.

Alternative Options

shaka = 6 spaces

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).

Official Variants

1

Retreat

Variant

Core Rules v2 p. 55

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 a Wound, or failing a quest. If the escape is particularly clever, the GM may allow the party to escape without additional consequence. After all, the shame of retreating is often punishment enough!

Related Rules

7
ConditionsReference / Indexes
Falling and Forced MovementAdventuring / Movement, Range & Space
Measuring SpacesAdventuring / Movement, Range & Space
MoveCombat / Actions
Opportunity AttackCombat / Reactions
Range & ReachAdventuring / Movement, Range & Space
SizeAdventuring / Movement, Range & Space