Nimble
Core RulesCore Mechanic
Roll d20 + stat for skill checks/saves vs. DC; attacks roll weapon dice directly for damage (1 on Primary Die = miss). Initiative roll determines starting actions (1-3). Heroes get 3 actions per turn with exploding critical hits.
Best For
Groups who love tactical grid combat but want faster sessions, less prep, and more teamwork: a streamlined alternative to D&D that keeps the crunch where it matters.
Highlights
Attacks roll weapon dice straight for damage with no separate to-hit step, so each attack resolves in a single roll. A three-action turn economy gives every character multiple meaningful choices each round rather than one move-and-attack. Heroic Reactions let players spend resources to act on allies' turns, rewarding coordinated team play.
Considerations
Fantasy-only with no genre flexibility, limited class options in basic rules (4 classes), grid play strongly encouraged