CreatorsKit1 2
CreatorsKit1 2
Creator's Kit
W
                 elcome to creating for Nimble! The guidelines in this document are here to help you craft
                 content that plays fast, fun, and in tune with the spirit of the game. Think of them as a
                  launchpad—not a rulebook carved in stone. Once you’ve got a handle on what makes Nimble
tick, feel free to bend, twist, or toss these suggestions aside to suit your vision.
Understandingtheframeworkisjusttherststephbreakingthesegu
the magic happens. So dive in, experiment, and start creating!
Questions or Feedback?       Visit NimbleRPG.com ,            Artist Credits:     Justin Gerard, Ashot Avetisyan,
or you can join the Nimble Discord server at                  Evan Diaz.
NimbleRPG.com/discord     or email Evan personally
at evan@nimblerpg.com d’I( love to hear from you!.)           Copyright © 205 Nimble Co. All rights reserved.
 Writing: Evan Diaz.                                          www.nimbleRPG.com
                                                                                                                           2
                                               AVOID
                  FIDDLINESS
            Fiddliness: clunky, overly complex, or tedious mechanical overhead that
                        slows down play and distracts from the core fun.
    Can I do this in fewer steps?                        plest, quickest, calculations that can be done in
    A single in-game action should typically take only one's head. Even very simple calculations, when
    one single real-world action to resolve. Fight the there are a lot of them can grind play down to a halt
    urge to add steps (saves, extra dice, etc.) wherever and kill momentum. So we should avoid rolling
    possible! Ask if the effect can simply happen auto- and summing too many dice at a time. Summing
    matically, or when something else does.              at most 3–4 smaller dice or 2-3 larger dice is a good
       How long an action takes to resolve isn't about rule of thumb. More than that, and players will often
    being in a hurry, it's about concentrating on the have to hunt for extra dice, roll them (increasing
    fun. Fiddly mechanics dilute the fun, spreading the odds that one lands cocked, rolls off the table,
    the same amount of fun out over a longer period of etc. eating up more time), and adding them all up
    time. Take, for example, monster armor. Initially in takes longer as well.
    developmentitreduceddamagebyatat                        Rollingamount.
                                                                       LOTS of dice is fun—sometimes. It can
    Mathematically this worked, but mechanically it quickly turn into a chore and add slog to the game
    added an additional step to resolve. It didn't take when required too often. Lots of dice eliminates
    very long, but multiplied over the dozens of attacks variability as well, the more dice that are rolled the
    in an encounter, or thousands of attacks in a cam- more likely you'll end up with an average result. A
    paign, it was a suboptimal solution since it took up stfulofdiceshouldbespecialandrare
    asignicantamountoftime.                                 Where possible think of creative solutions to
       Asking the question, "Can I do this in fewer more quickly generate high numbers. In the core
    steps?" is how Nimble landed on how monster rulesweuseLVL,d20s,d10s,dXX,ortatdamage
    armor currently works. Same end result, but with (e.g.Condemndealsatat30damage,thiscoul
    fewer mechanics getting in the way. This means have been 12d4, or 9d6. That would have dealt the
    more time for additional combat, story, roleplaying, same amount of damage, but would have taken
    andgoongoff!                                         much, much longer to accomplish).
       Find a way to eliminate as many steps as pos-
    sible. Think this way with all of your design: Rec-     Exceptions. Iconic or very large spells (e.g., tier 8 or 9
                                                            spells) or abilities that happen rarely (1/Safe Rest) can
    ognize how many steps are needed to resolve an          bend or break this rule of thumb. Cantrips or abilities
    action and eliminate as many as possible. Think of      that could happen multiple times in an encounter or
    how it will be physically be resolved at the table.     even multiple times each turn should be especially
                                                             quick to resolve.
    Can I make the calculation easier?
    Math is inextricably tied to TTRPGs, it's part of the   • Build mechanics where players can immedi-
    fun! But we should avoid anything but the sim-            ately see the result rather than find the result
3
      (adding dice). Rolling 1d12 with advantage is slowing play down.
      easier than rolling and adding 2d8. Both have           With this in mind, damage over time should be
      a similar average result—one requires no math, avoided completely. All damage should be resolved
      the other does.                                     as the attack resolves. Conditions that have a visual
                                                          component like Prone are easier to remember since
 •    Avoid dividing by anything other than 1/2 (and
                                                          you can physically knock the miniature over to rep-
      even that shouldn't happen too often).              resent it. Other conditions that cannot be repre-
 •    Avoid multiplying difcult numbers                               (×2 isshould be minimized.
                                                          sented visually
      easy,is   ×13 not).                                     Monsters (or heroes) that can apply 1 condi-
 •    Avoid adding multi-digit numbers (2+2 is easy, tion, or temporary conditions that last only a single
      7+16 is a bit harder). Again, it isn't that players round,arene.Whentherearemultipled
      can't perform these operations, it's that they conditions to track simultaneously the fun doesn't
      take longer than necessary and add small bits increase—with more to track,generally the fun
      of friction to the game. Those bits add up, steal- decreases. If something MUST be tracked, make it
      ing valuable brain space, killing momentum, as easy as possible. For instance see the Hexbinder
      and creating SLOG.                                  class,alloftheiraftictions                    singleapplyonl
                                                          monster, and other players need not remember any
 •    Design around easy increments such as 2, 5,
                                                          of them!
      andas   10 tatmodierswherepossible.
 •    Avoid adding multiple large dice. For instance
      rolling 4d6 and summing a result of 3, 4, 1, 5
      is easy. Rolling 4d12 and a result of 7, 5, 9, 11
      is a bit harder. Rolling 4d20 and a result of 7,
      16, 19, & 14 is more challenging still.
                   CONDITIONS
Tracking Game States. Be very careful with
conditions and other game states that need
to be tracked. Mechanics like this are really
great for video games where the computer
canhandletheddliness,-butforamanu
ally resolved TTRPG it can become a big
headache. These frequently result in
interrupting the Flow as players
remind others about the ongo-
ing state, adding friction and
                                                                                                           4
                                     MAINTAIN
            THE FLOW!
    Play proceeds most quickly when each player can Dice, and the Berserker's “That all you got?!” Those
    take their turn without interruption and without dice are rolled or expended when it’s not their
    waiting on anyone else. This is Flow. Actions that turn. No one else needs to wait for those actions
    interrupt the Flow should ideally be both import- to resolve.
    ant and rare. Failing that, they should at least
    happen asynchronously.                                         THE WORST OFFENDER
        Important & Rare. A great example of this is
                                                            The worst offender for breaking the Flow is any
    Interposing for a Dying ally. This is both very import-
                                                            mechanic that requires information from
    ant, and likely happens only on occasion.
                                                            another player before proceeding (e.g., in
        Asynchronous. Defend does technically inter- older d20 fantasy games: rolling to hit vs AC, roll-
    rupt the Flow, AND can happen rather commonly ing initiative, or saving throws). These are common
    (each turn), AND is relatively low impact—the saving (they happen for EVERY attack), are often low
    grace is that this happens asynchronously, or off impact (it would not be game breaking if they just
    turn. A hero choosing to Defend can privately cal- happened), and they completely halt play for every-
    culate their HP without slowing anyone else down. one until the multiple steps and back-and-forth is
    The GM doesn't care (or even need to know) when resolved. Avoid these mechanics like the plague if
    a Hero Defends. That’s between them and their you want the game to run smoothly.
       character sheet.                                        This is why saves should be quite rare and mean-
                Any ddliness,especiallyifingful.            itdisrupts
                                                                    If a save MUST take place, consider if you
                  the Flow, should happen off-turn can have it not tied to damage but an additional
                       whenever possible. See the secondary effect. This way, if 3 of the 4 targets die
                              Oathsworn’s Judgment rst,youonlyneedtorollsave                        1       insteado
                                                            should be… saved for very meaningful (e.g., ones
5
that can apply powerful conditions) or uncom-          Note that this initial version breaks many of the
monly used abilities (e.g., 1/encounter).             guidelines. It is a low impact cantrip that requires
   Cantrips and low level spells should NOT require    a save. Lacks clarity (if I land this twice, are their next
a save or any other feedback from other players.      2 attacks with Disadvantage, or their next single
Take a look at how these spells changed over the       attack made with Disadvantage 2?), and the spell
course of playtesting:                                 adds dice as one levels up (up to a maximum of
                                                      5d6 at level 20). Too ddly, too slow. Here's the
                       OLD VERSION
                                                      updatednalversion:
  EnticeCantrip, 1 Action, Single Target                                    FINAL VERSION
                                                                                                                  6
                                        DESIGNING
                       CLASSES
    Front-load the fun (but don't overwhelm). It’s           direction: more offensive, more defensive, better
    not very fun to have to wait until level 14+ to see      atrange,betteratbufngallies,                     - bett
    a hero's build fully come online. Try hard to “front     ing enemies, etc.
    load” the really cool things by levels 3–7 (without
    making the very early levels overly complicated or         Utility! Around levels 2-4 a class will typically get
    busy). A class should feel quite complete by then,         some fun out of combat utility ability as well.
         with additional levels simply giving more
                          options and power, but the             Level 4. Bynowyouarenearlyafullytedge
                          class fantasy should already       hero. Typically introduces a big choice from among
                          be essentially fully unlocked.     a list of class options (e.g. Savage Arsenal or Under-
                         Level 1. Should give a small        handed Abilities). Classes with a lot going on
                       taste of the unique mechanics         already may have their options at later levels. Sim-
                      of the class. Think simple and         pler classes may have class options more frequently.
                           flavorful. Level 1 should         Aim to have enough options so that by level 20 a
                              NOT include any addi-          hero would have chosen roughly 1/2 to 2/3 of them.
                                 tional choices. There           Level 5 & 10. Typically a big damage increase
                                   are enough choices        or other large jump in power level.
                                    being made at level          Levels 7, 11, & 15. Additional subclass boons.
                                    1 already: class,        Do something you can already do, but better/more
                                      ancestry, stats,       often. Gain a new iconic ability. Fill in a weakness.
                                        background, etc.     Overcome a common constraint other classes have.
                                         no need to slow         Levels 4,8,12, & 16. Key Stat Increase. And
                                         things down fur-    a optionally another small boost (e.g., unlock an
                                        ther.                additional tier of spells).
                                             Level 2. You        Levels 5, 9, 13, & 17. Secondary Stat increase
                                          can introduce      and a larger boost.
                                          1 or 2 pieces          Levels 18, 19, & 20. Big feature (LVL 18), Epic
                                         of additional       Boon (LVL 19), Capstone (LVL 20). Very few people
                                     mechanical com-         will ever reach levels 10-12, even fewer will reach
                                     plexity (e.g., mana,    beyond these levels—but don’t let this stop you
                                     more options to use     from really putting in the work to make sure the
                                     their resource), just   higher levels remain interesting! Level 20 in partic-
                                      not too much.          ular should be a BIG DREAM type of ability. Some-
                                           Level 3. Sub-     thing players can think about, theorycraft with, and
                                       class choice. Each    imagine being awesome using it. It should serve
                                        subclass should      as a motivation to play the class, even if they never
                                        push the class       reach level 20, it’s fun to dream of “how awesome
                                         in one particular   it would be if…”
7
LEV L             ER U T A E F                                         play patterns if allowed. Don't create mechanics
                                                                       that incentivize playing unheroically or annoyingly.
          1            Simple aT ste of the Class                      GMs can disallow frequent rests at their own table
          2            More Fully Fledged, Utility Ability             by forcing "random encounters" upon the party,
                                                                       but that just further slows the story down and is a
          3            Subclass: u
                                 P sh 1 Direction
                                                                       band-aid. Or they can homebrew a rule, but then
          4            Key Stat Increase, Cool Choice                  risk becoming "the bad guy" not letting their play-
          5            Secondary Stat Increase, Damage Increase        ers play how they want. Best to have the rules as
          6            Cool Choice                                     written be the bad guy.
                                                                           Don't incentivize sitting around and doing noth-
          7            Subclass
                                                                       ing. The optimal thing should also be the most fun,
          8            Key Stat Increase, New Core Ability             most heroic thing.
          9            Secondary Stat Increase, Cool Choice
         10            Improve level 5 Feature                             HOARDING & GOING NOVA
         11            Subclass
                                                                       Intelligently saving and using resources can be very
                                                                       fun, but their extremes: hoarding (NEVER spending
         12            Key Stat Increase, Cool Choice                  resources) and going nova (immediately spending
         13           aP ssive u
                               B ff, Secondary Stat Increase           ALL of your resources) are both generally unfun play
         14            Cool Choice                                     patterns. Since it can trivialize challenging encoun-
                                                                       ters, or characters can feel underpowered or bored
         15            Subclass Capstone
                                                                       if they have spent all of their resources and have
         16            Key Stat Increase, Cool Choice                  no way to regain it (or are afraid to spend them).
         17            Secondary Stat Increase, Ability oB ost         Also frequently players will guess incorrectly when
         18           iB g Iconic Improvement                          to hoard (going back to town with plenty of mana
                                                                       remaining) and when to spend their resources
         19            Epic oB on
                                                                       (there is another big monster right around the
         20            Dream iB g Capstone                             corner).
                                                                           Lean toward "per encounter" and similar abil-
                                                                       ities, and you can encourage the wise spending
        Note. These framework features are only a starting
        point. If a class has other core abilities (e.g., spellcast-   of resources by allowing heroes to regain a small
        ing, sneak attack) the cadence may vary slightly. Full         amount of spent resources temporarily.
        spellcasters gain a new spell tier every other level. Half
        casters may gain new spells slightly slower.
                                                                                 LANE PROTECTION
                                                                       Be careful not to step on the toes of other classes,
                                                                       maintaintheuniquemechanicsandtav
                                    RESTING                            class. No two classes should deal damage the same
   There are NO abilities that recharge on Field                       way, avoid damage the same way, move around
Rests. Field Rests should be identical for every class,                thesameway,etc.Theyshouldallllauniq
they are only to regain lost gain HP. Otherwise the                    and feel different to play. No class other than the
party can be divided, some wanting to continue                         Mage should have access to 3 spell schools and
adventuring, others wanting to rest after every                        deal damage primarily through spending mana
encounter. See the 5e Warlock and Monk as some-                        casting spells. No other class should get their
what infamous examples of this dynamic.                                damage increased when they are attacked or be
   Players will often adopt "optimal" but unfun                        able to freely Interpose—that is the domain of the
                                                                       Oathsworn.
                                                                                                                               8
                   RETRAINING                                wielding. The rules do not go into deep detail about
    In Nimble, heroes can retrain chosen abilities           attacking with different sized weapons and multiple
    during a Safe Rest, think of a fun/thematic task the     instances of disadvantage and other edge cases. A
    hero can perform to engage with the world and role       simple example is given, and the GM can adjudi-
    play the means by which they choose new skills.          cate any edge cases with the rules given.
    Think of ways to get heroes to look for new NPCs,
    new areas, and ask questions of the GM to retrain.          Additional Clarity. If such is needed, can be sup-
    This allows the GM to introduce important new               plied in sidebars or FAQ! Simple rules followed by an
    allies, environs, or even new problems and quests           example or FAQ in a callout box is often better than
                                                                overly wordy core mechanics. Making it bite-sized
    (the local wizard/soldier who retrains the mage/            helps with information transmission.
    commander can ask for a favor afterward).
                                                             We should aim for brevity, even when clarity isn't
                MULTICLASSING
                                                             an issue. For example, here is a comparison of how
    Don’t worry about building or balancing classes &
                                                             one feature was initially worded VS how it ended
    subclasses with multi-classing in mind. That will
    exponentially complicate your work and also dilute       upinthenalbooks:
    the fun of the base class. It's okay for multiclassing                          OLD VERSION
    to be overpowered, easy to break, and a bit silly. Let
    it happen, and leave it to local GMs to adjudicate or      Key Attribute Increase. You may increase one of your
    even to allow it or not.                                   key attributes (STR or DEX ) by +1.
9
                                     AVERAGE HERO STATS
        OREH        OREH                    OREH        EVI T C E F E                        E G AM D        Armor. This takes into account equipment
LEV L                      PH        ROMA                               HP        NR U T R E P               and other defensive abilities (e.g., Ice Shield).
               1                15                 5                         32                         10       Effective HP. The base combat math
               2                21                 7                         45                         12   assumes Heroes, on average, spend 1 action
                                                                                                             defensively per turn. This number includes the
               3                28                 9                         60                         14
                                                                                                             hero'sArmorthe       ×       averagenumberofrou
               4                34                 10                        70                         16   in an encounter (see below).
               5                41                 11                        80                         18       Damage/Turn. This assumes 2 actions
               6                47                 12                        90                         21   per turn spent offensively. Some classes will
               7                54                 13                   100                             24
                                                                                                             output less damage (but they can aid combat
                                                                                                             in other useful ways), others could output
               8                60                 14                   110                             27
                                                                                                             more if the situation is ideal (AoE abilities,
               9                67                 15                   120                             30   assistance & setup from allies). This need not
               10               73                 16                   130                             33   be a target per se, but if your numbers are very
               11               79                 17                   140                             36   far off you should have a good reason for it.
                                                                                                                 Average Combat Length. Typical
               12               86                 18                   150                             39
                                                                                                             encounter math assumes 3–4 rounds of
               13               92                 19                   160                             42   combat (or, for Legendary encounters, 15
               14               99                 20                   170                             45   hero turns). If an encounter lasts much longer
               15          105                     22                   182                             48   than that it may start to feel like a slog; much
                                                                                                             shorter, and players may not have time to see
               16          112                     24                   196                             51
                                                                                                             the payoff to their setup and be disappointed.
               17          118                     26                   209                             54       Again, these are not hard rules! Some of
               18          125                     28                   223                             57   the most fun is when we deviate from the aver-
               19          131                     30                   236                             60   age, just make sure you're doing it on purpose
               20          137                     34                   256                             64
                                                                                                             and for a good reason.
                                                                                                                                                    10
                                       DESIGNING
                    MONSTERS
     Monsters should not simply be differently shaped ety in their encounters with a monster group (and to
     bags of Hit Points. Each different kind monster be able to encounter them at varying levels), each
     (even with identical stats) should FEEL different monster group should have a fairly wide band of
     toght(theirtactics,howtheydeal                          monster
                                                                 damage,
                                                                      levels, how
                                                                              for example:
     they avoid it, etc.). Monster groups (e.g., Kobolds,
                                                              • Kobolds: LVL 1/3 to LVL 1
     Goblins, Bandits) should have a share ability that all
     monsters of that type have. It should be simple but      • Goblins: LVL 1/3 to LVL 2
     giveabigsenseoftavorforthatmonster.                      • Bandits:    LVL 1/3 to LVL 4
                                                                         Goblins
     laugh at you when you miss, kobolds get stabby           • Snakemen: LVL 1 to LVL 8
     when you kill their friends, bandits are crafty and
     particularly don’t want to die! Each of these will Don't feel the need to cover every level, especially
     make players engage with them differently and if a monster's nature doesn't allow them to reason-
     use different tactics.                                  ably scale up or down to very high or low levels.
        In order for a heroic party to be able to have vari- Giants, for instance, their lowest level may be in
11
the double digits, and that's okay.                d6s, kobolds all use d4s). This helps prevent the
                                                   GM from needing to search for lots of different dice
             MONSTER ROLES                         at the table. It’s a very little thing, but every way we
Monster groups should also have creatures that     can  make the GM's job easier, and remove mental
canfulll avarietyofroles:Melee,                  - overhead
                                                     Ranged,   forCon
                                                                   them, means they have more capac-
troller, AoE, Summoner, Striker, Ambusher, etc. A  ity for strategy,  role playing, lobbing insults, jokes,
GM need not even be aware of these, the design of and telling an interesting story.
each monster should make the optimal play pattern
obvious.Somecreaturescanllmultiple                        MONSTER    roles  ATTACK
                                                                                for       EFFECTS
texibility(e.g.,goblinsareequallygoodatrange          Causing    effects other than damage  is a great way
and in melee).                                        to distinguish between different kinds of monsters,
                                                      even when they have the same HP and their attacks
  • Melee: Most effective when toe-to-toe.            deal the same amount of average damage. These
  • Ranged. Most effective at Range.                  are by no means exhaustive, but for starters:
  • Controller. Hampers the heroes, low damage.        • Automatic. Hit or miss, some effect happens.
  • Support. Primarily boosts the damage or abil-          Think, a shockwave from a Giant's strike. Even
     ities of their allies.                                if it misses or a hero Defends, you might still
  • AoE. Deals damage to multiple heroes at a              get pushed back or knocked Prone.
     time (cleaving strikes, shouts, auras, etc.)
                                                       • On Hit. An effect even if all of the damage is
  • Summoner. Summons additional monsters
                                                           reduced to 0. Grappled or restrained by a huge
     tothebattleeld(usuallyminions).
                                                           bug, snakeman, or plant creature.
  • Striker. High damage, low survivability.           • On Damage. What could uniquely happen
  • Ambusher. Not immediately visible when                 when blood is drawn, even 1 single point of
     combat begins.                                        damage. Think poisoned blades from an assas-
  • Defender. High survivability, low damage.              sin, a deathly touch from a wraith.
                                                       • On Crit/Miss. What could happen what an
         DON’T LEAVE THE GM                                monster's attack succeeds wildly? They could
     WONDERING WHAT TO DO                                  knock Prone, Daze, they could even swallow
                                                           the hero entirely. You could have some other
Give the GM a hand, make it as easy as possible            powerful effect, even in place of rolling addi-
to run the monster! Monster should always either           tional damage.
have 1 action to perform, or 1 clear BEST action to
                                                       • On Death. Care must be taken HOW these
perform. For instance a Troll can use either Claws
                                                           creatures are taken down. Plant creatures full of
or Bite. Bite deals far more damage, but it requires
                                                           acid,explosivereelementals,etc.Th
a creature to be Prone. Claws can knock Prone. The
                                                           could get free movement or attacks.
order of operations is immediately clear, use Claw
until someone falls down, then Bite.
    Note also that the Troll's 2 attacks use the same               WHAT TO AVOID
die size to make running it easier and smoother for       Avoid monsters that heal. Subtracting and
the GM, and one attack's damage is clearly much addingHPisddly.Monsterscanbegivena
better than the other (Claw: 1d4+10, Bite 1d4+20). more HP, or other defensive abilities instead,
If Claw instead was 6d4 and Bite was 1d4+20, it'd givingthesametavorbutwithreducedm
be much less obvious which is stronger.                   Avoid "kiting" monsters. Monsters that
    Monstersthatwillcommonlyght                       constantly
                                                        together   run awaywill
                                                                             from heroes and permanently
ideally all use the same dice (e.g. goblins all use stay just out of range can be more frustrating than
                                                                                                              12
     fun. Flying monsters are notorious for this kind of to execute. Monster groups as a whole should feel
     mechanictying   (       alsoaddsard       3 dimension tactically
                                                                 that  unique
                                                                            can and complex without any of the
     be hard to physically portray at the table). Monsters parts actually being complex. Consider how these
     should at least spend some time in the "danger different monsters will be mixed together (yes, an
     zone," getting close to heroes or landing in order individual goblin or kobold isn’t particularly inter-
     toattack.Skirmishersandtyingmonsters                  esting to        areght,less
                                                                                     but that will never ha
     frustrating at higher levels as heroes gain more only exist in a context of other kobolds and goblins.
     tools to deal with it. For wall/ceiling-crawling mon-     Avoid being too detailed or too brief. Each
     sters like spiders, ensure ways to knock them down statblock should contain enough information to run
     (e.g., damage, critical hits, or destroying webs).    it easily, but not so much that the important bits get
        Avoid complex individual monsters. Each lots in a sea of text.
     monster should be very simple to run with a crystal       Let's take a look at a goblin boss stat block in a
     clear “this is what I will do on my turn” for the GM few different TTRPGs:
13
14
15
E C NA D I U G M G LUF P L EH
                                16
                               S R E T S N O M Y RA D N E G L
     E LT A B F O N O I SNET
                                                                H T AM E H T
17
! T P I R C S A EV I G
                         18
                  MAGICAL
            ITEMS
     Unlike in other TTRPG systems, magical items (e.g., weapons)
     are not needed for classes to output the expected amount of
     damage across the level curve. Magical items instead should
     be thought of as a way to add interest to the story by giving the
     heroes more options to make choices that matter.
        Magical items should always inspire choices, deepen the
     story, or enhance the fun, never justintatepower.Magical
     items could:
19
• Add silliness: Include lighthearted items for • Consumables. Are great whether bought or
  funandtavor,likearingthatinstantly                      found. They can grows
                                                                             permita a party to adventure away
  magnicent beard or boots that leave                     from homeglowing
                                                                         for much longer, and have built in
  footprints.                                             limitations and choices—they go away when used.
• Temporary/Consumable. A legendary artifact
  that must later be given back, spell scrolls, wands,             "STRICTLY BETTER"
  potions. Consumables in particular make for great
  items but Some heroes are very hesitant to actu-                  IS STRICTLY WORSE
  ally use them. If they are available enough and No item should be strictly better than all others in
  affordable enough this can be greatly ameliorated. all situations. A Dagger is sometimes better than a
  But the adventure can add some expiration date Shortsword (e.g., when you value crits above miss-
  (an healing ice crystal that's melting), or some ing), and vice-versa. Even for equipment that is
  other catch (it only works in this dungeon) to clearly better, like the Tower Shield is better than a
  encourage use and discourage hoarding.
                                                        Wooden Buckler. One costs far more than the other,
• Grant unique power: Provide abilities that and has a strength requirement to compensate.
  feel special but arenjt tat power boosts.These
                                                            If you design a new shield, it should have some
  can unlock new hero builds, or inspire creativity
  or teamwork not otherwise possible. A sword benetsANDdrawbackstheexistingshie
  that uses INT instead of STR, armor that ignores have. Take for instance the Tower Shield (Req. 3 STR,
  prociencyrequirements,orastaff                        +6 Armor),
                                                            that      how
                                                                        cancould
                                                                              cast we modify this base item?
  a spell with a chance of failure. It should be some • Ethereal Tower Shield. We could reduce the
  ability that is either limited, comes at a cost, has    STR requirement, but only if we also make it cost
  a chance of not working, etc. So that it is a choice,   more, block for less, or have some other reason it
  rather than brainless and automatic.                    is not strictly better than the regular Tower Shield.
                                                        • Junky Tower Shield. We could make this one
            FIND IT OR BUY IT?                            block for the same amount, but instead cost much
You should have loot heroes can both purchase and         less, or maybe it breaks when crit?
nd.Whenwouldyougiveeither?                              • Flying Tower Shield. While worn, perhaps this
                                                          towershieldallowstheherototy,but
• Buy. Flat bonus items (e.g., armor upgrades, a
                                                          mana, or saps HP, or causes wounds, or they can't
  bigger sword) can give heroes a sense of progres-
                                                          Defendorinterposewhiletying.
  sion. They're a good reward for heroes who save up
  their gold and can upgrade a piece of equipment.
  A lot of the fun for these is not so much having                   WHY IT MATTERS
  them, as much as looking forward to buying them. Items can be better in certain situations—but never
  So they are most rewarding when saved up for and
                                                        strictly better. Otherwise we rob the heroes of
  BOUGHT, not found. Even moreso if the vendor
  can customize it for them!                            meaningful choices, both when selecting gear and
                                                        during combat. Do they prioritize durability, cost,
• Find (or Given). Other magical equipment is
  most rewarding when FOUND or rewarded, not or a unique ability? These choices enhance player
  bought. Prestige rewards are likewise best when agency and keep the game interesting.
  given as a reward for heroism. A purchased title          By designing items with clear trade-offs, we can
  is worthless, a title bestowed due to bravery is allow for meaningful decisions rather than auto-
  priceless and can be game-changing.                   matic ones.
                                                                                                    20
                                     SPELL
                                    FRAMEWORK
     Spell Range. The typical spell Range is 8. This                  AVERAGE SPELL DAMAGE
     is because it is just beyond how far a creature can        Cantrip 6 damage                 Tier 5 56 damage
     move in a single turn (6 spaces). Spells with less
     Range should have some benet, spells                         Tier 1 14   damage a
                                                                           with                  Tier 6 69 damage
     longer Range should have some drawback.                      Tier 2 23 damage               Tier 7 83 damage
         Actions. Cantrips cost 1 action. Tiered spells           Tier 3 33 damage               Tier 8 98 damage
     typically cost 2 actions. Reaction, or non-damaging
                                                                  Tier 4 44 damage               Tier 9 114 damage
     spells can be reduced to 1 action instead. Ranged
     AoE spells, should cost 3 actions.                             Remember! Damage is often NOT the most
         Spell Schools. Each spell school should have important aspect of a spell or ability. No single spell
     its own tavorandmechanics.Radiant                         should bespells,       for
                                                                           so good that it is the “go-to” spell in every
     instance, have Reach (not Range), aid allies and situation. A spell's secondary effects are frequently
     punish evildoers. Wind spells use the d4, are the most important, fun, and memorable aspects as
     Vicious, and interact a lot with movement. Ice spells they allow for more creativity. Having a toolbox of
     are very defensive and controlling, etc.                  different spells that are each best in their own situ-
         Spell damage scaling. The average damage ation is far more interesting than hyper-consistent
     of a spell per tier is listed below. If a spell does more (boring) spells that always hit exactly on the aver-
     than the average it should have a drawback (lim- age damage curve, have no restrictions, or other
     ited Range, status requirement, etc.), if it does less benets,drawbacks,orweirdnesses.
     thanthisitshouldhavesomeother                                    utility
                                                                    Add  wrinkles.or     benet
                                                                                      Spells   that only deal damage
     (ignores armor, doesn't miss, etc.).                      in a straightforward way are boring.
                                                                    Avoid legalese. Spells, more than other abil-
         Note.Thesenumbersassumenoadditional                           benet
                                                               ities can  fall prey to Legalese: the language that
         or drawbacks, spells can and should deviate from      lawyers speak in when writing contracts. Legalese is
         the average once other benets or drawbacks are
         considered.                                           long-winded and not fun to read. Take for instance
                                                               this iconic 5e spell:
21
Wish                                                              quences for a whole community, region, or world,
Level 9 conjuration, 1 Action, Range: Self,                       you are likely to attract powerful foes. If your wish
Components: V, Duration: Instantaneous                            would affect a god, the god's divine servants might
                                                                  instantly intervene to prevent it or to encourage you
Wish is the mightiest spell a mortal can cast. By simply          to craft the wish in a particular way. If your wish would
speaking aloud, you can alter reality itself. The basic           undo the multiverse itself, threaten the City of Sigil, or
use of this spell is to duplicate any other spell of level 8      affect the Lady of Pain in any way, you see an image of
or lower. If you use it this way, you don't need to meet          her in your mind for a moment; she shakes her head,
any requirements to cast that spell, including costly             and your wish fails.
components. The spell simply takes effect.
                                                                  The stress of casting Wish to produce any effect other
Alternatively, you can create one of the following                than duplicating another spell weakens you. After
effects of your choice: Object Creation. You create one           enduring that stress, each time you cast a spell until
object of up to 25,000 GP in value that isn't a magic             younishaLongRest,youtaked1                 1 Necrotic
                                                                                                               0         damage
item. The object can be no more than 300 feet in any              per level of that spell. This damage can't be reduced
dimension, and it appears in an unoccupied space that             or prevented in any way. In addition, your Strength
you can see on the ground.                                        score becomes 3 for 2d4 days. For each of those days
Instant Health. You allow yourself and up to twenty               that you spend resting and doing nothing more than
creatures that you can see to regain all Hit Points, and          light activity, your remaining recovery time decreases
you end all effects on them listed in the Greater Resto-          by 2 days.
ration spell. Resistance. You grant up to ten creatures           Finally, there is a 33 percent chance that you are
that you can see Resistance to one damage type that               unable to cast Wish ever again if you suffer this stress.
you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten creatures you          Long-winded specicity can also kill c
can see immunity to a single spell or other magical
                                                           Even worse than its length, however, is how this
effect for 8 hours. Sudden Learning. You replace one of
your feats with another feat for which you are eligible.   kind of legalese can set up an adversarial expecta-
Youloseallthebenetsoftheoldfeat                            tions between
                                                               and         the heroes and the GM. The game
                                                                     gainthe
benetsofthenewone.Youcan'treplace                          shouldn't
                                                             afeatthat expect players to word things "as pre-
is a prerequisite for any of your other feats or features. cisely as possible" nor should it expect the GM try
Roll Redo. You undo a single recent event by forcing           and foil the hero's request. A similar spell in Nimble
a reroll of any die roll made within the last round            it might look something like this:
(including your last turn). Reality reshapes itself to
accommodate the new result. For example, a Wish
spell could undo an ally's failed saving throw or a foe's         Manifest Reality Tier 9 (1/Safe Rest)
Critical Hit. You can force the reroll to be made with            Reshape reality in a single, decisive way (e.g., you
Advantage or Disadvantage, and you choose whether                 could gain forbidden knowledge, conjure wealth, undo
to use the reroll or the original roll.                           death, rewind time, or grant an extraordinary boon
Reshape Reality. You may wish for something not                   to yourself or allies). However, such immense power
included in any of the other effects. To do so, state your        can be volatile—if your wish strains the fabric of reality
wish to the DM as precisely as possible. The DM has               too much, it may unravel in unpredictable ways. After
great latitude in ruling what occurs in such an instance;         casting, make a DC 10 STR save or permanently lose
the greater the wish, the greater the likelihood that             the ability to cast this spell. This DC increases by 1
something goes wrong. This spell might simply fail,               each time you cast Manifest Reality.
the effect you desire might be achieved only in part,
or you might suffer an unforeseen consequence as               Some examples are provided to help seed some
a result of how you worded the wish. For example,              possible ways this spell could be used, but beyond
wishing that a villain were dead might propel you
forward in time to a period when that villain is no            that, room is left for creativity. Since this is a col-
longer alive, effectively removing you from the game.          laborative game (and not adversarial contract law)
Similarly, wishing for a Legendary magic item or an            with a GM who can fairly adjudicate anything that
Artifact might instantly transport you to the presence         is unclear, we don't need that much detail. The play-
of the item's current owner.
                                                               ers and the GM all want the most fun possible, we
If your wish is granted and its effects have conse-            shouldleavethespecicstothem.
                                                                                                                               22
               ADVENTURE
                 FRAMEWORK
     Emphasize tight writing, no extra stuff. Full sen-        mirages? Lack of water? Sandstorms? Anything
     tences are neither necessary nor recommended.             else to make it FEEL like the desert?
     Prioritize brevity so the text can quickly be scanned • In a forest. Do they get lost in the dense under-
                                                               growth? Are they hunted by beasts? Are they
     at a glance and repeated in the GM’s own words            caught in goblin traps? Are they tricked by a
     rather than read like a script.                           faerie? Can they ask the forest animals for aid?
                                                             • In the sewers. How bad does it smell, what effect
                  COMPONENTS OF                                does that have? Anything else unique about these
              A TIGHT ADVENTURE:                               particular sewers? Do the rats talk? Does the water
                                                               contain magical runoff?
     Total Adventure Length. (1200–2000 words)
     • Cool, Evocative Name. Should get the GM
       excited to run it, and the Heroes excited to play it.          DUNGEON LOCATIONS
     • What Really Happened/Adventure Back-                  6-10   “rooms”    (Doesn't have to be a literal dun-
       ground. This is for the GM to read beforehand. geon. It could be a grove, palace, ruins, ravine, cave,
       It should contain secrets the heroes can discover sewers, hideout, airship, etc). This is the meat of
       as they play. Think of adventures as a mystery that the adventure (600-1200 words, 50-100 words per
       is solved as the heroes delve further into it. What room). Each room must have a name and:
       is the mystery/problem? How is it solved as we • Description. A few words of descriptive text (max
       play? (100 words).                                      1 sentence). The idea is that the GM can quickly
                                                               scan this description and use it as the prompt
     • 2–3 Adventure Hooks. Different factions who             for the heroes to begin interacting with the area,
       ask, different rewards promised. This makes it          asking questions, etc. What do they immediately
       easier to slot into widely varying campaigns (100       see, hear, etc. Give enough information for the
       words).                                                 heroes to start playing with, but no more.
     • 2-4 treasures. Not all will be given/found. Not • Additional Bullets. 2-4 additional things to
       necessarily powerful magical items. Interesting         interact with, accomplish, learn, etc. These con-
       things to be used creatively. Some simple, maybe        tain the answers to questions players will ask, the
       1 powerful one (100 words).                             challenge present, the bits of interest. What can
                                                               they DO here?
            EXPLORATION EVENTS
                                                                        ROOM CONTENTS
     2–4 traveling events (200-300 words) Compli-
                                                            • A trap/obstacle/problem. The point of these
     cations/interesting things that happen along the
                                                              rooms is to allow space for CREATIVITY and second-
     way the players can respond to: foreshadowing            arily to expend resources. Traps/obstacles should
     a monster, getting lost, overcoming an obstacle,         almost always be obvious. Failing to successfully
     learn some backstory, motivate the heroes (these         navigate it can result in damage, Wounds, condi-
     bad guys are really BAD because…), etc. These “set       tions, alert others, make an enemy, loss of treasure
     the stage” for the adventuring environment, how is       (ONLY as of yet unobtained treasure—be VERY cau-
     this place different from other places? For example:     tious with taking away treasure the heroes have
     • In a desert. How can we make the heroes feel/          already earned). These rooms can be designed
       struggle with the heat? Can we do anything with        with no particular solution, let the heroes come
23
  up with a solution.                                           geon should maximize player agency. Rather than
• Information. Foreshadowing/information                        being strictly linear, there should be some oppor-
  about the theme or direction of the adventure.                tunity to meaningfully choose "this way or that way."
  These rooms can raise questions or provide                    Multiple ways to solve traps and puzzles, optional
  answers to already existing questions.                        rooms, multiple entrances, secret passages, etc.
                                                                    Ending. The end of a dungeon should have a
      Avoid Info Dumps. Unloading of a large amount of          satisfying climax, typically this means it culminates
      exposition all at once, often automatically and without
      the request of the heroes. MAKE SURE the heroes ini-      in a boss battle of some sort (not always, but usu-
      tiate any information you give them, and spread the       ally). Any cool loot the boss has, expect the heroes
      information throughout a dungeon.                         to want to take. Adventures could end with negoti-
                                                                ation, a plot twist, a revelation that “this thing goes
•   A Combat Encounter. Each encounter should way deep than any of us thought”, a cliffhanger.
    be scaled per hero so the GM doesn’t need to                    Aftermath. What happens (good or bad) after
    adjust any numbers. What are the baddies doing they return to town?
    when the heroes come? (NOT simply standing                      Maps. Ideally an adventure will include a
    around). Combat can be the obvious answer, but maporsimpletowchartofrooms.Makeits
    not necessarily the only answer.
                                                                enough that the layout can be drawn on the spot on
•   NPCs. To ght (see above), to rescue,                      - anegoti
                                                                  dry erase mat. Many players have trouble visualiz-
    ate with, buy from, ally with, bamboozle, from
                                                                ing things in their minds, help them out!
    another region/quest, to kidnap & ransom, etc.
                                                                    Extra Notes. Think of any notes you'd create as
•   Dilemmas. If you take this path, you can’t take
                                                                you were reading through the adventure to prep for
    the other path. If you ally with this faction, you
    cannot ally with the other, etc.                            running it (e.g., simple role-playing ideas, monster
                                                                statblocks, special rules reminders). If it's helpful
•   WEIRD things. Crystals that produce “anti-light”,
              Mind controlling fungus, Walls made of for you, consider adding that to the adventure or
                hands, Paintings with eyes that follow, clarifying whatever needed it. Do as
                    room with no sound, feel smells, much of the prep for the GM as
                         reversed gravity…                      possible!
                              Agency. Each dun-
                                                                                                            24
                                                 NIMBLE
               TRADE DRESS
     You are certainly encouraged to develop your own               Body text uses Avenir Next Condensed at
     trade dress (the look & feel of your own products)          a size of 9.5 pt. Condensed fonts are             - great
     rather than mimic Nimble’s. The following is infor-         ting more content on a page when it matters, with-
     mation on why certain design choices were made              outsacricinglegibility.Especiallywh
     so you can have insight on how to develop your              2-column layout, the width of the font matters far
     own style.                                                  more than anything else. More words per line is
                                                                 important to reduce the needless usage of page
                    A5 BOOK SIZE                                 space,enablesmoretexibilityofjusti
     The A5 size (148 x 210 mm, or 5.83 x 8.27 inches) is        well as fewer hyphens and ragged ends.
     common for printing and easily “handleable” at half
     the size of other common d20 books. They are com-                   IMAGERY & ART
     pactandtbehindtheGMscreeneasily,                           Theare
                                                                    amount
                                                                        notand too  quality of imagery greatly
     large & heavy to take with you, or share at the table. depends on your budget, but aim for having a piece
     The size constraints of the A5 page encourages of spot art on each spread, and a big splash of art
     economy of words rather than writing too much every 2–3 spreads. Art helps "mark" pages like a
     tollthepage.Much(most?)ofmytimeguidepost                 writing   when looking for it later, helps set the
     was spent editing down and removing words so vibes, and ease the burden of reading giant walls
     that they would actually FIT on the page or spread oftextforrsttimereadersbybreakin
     without wrapping to a new one!                          more bite-sized chunks.
         It’s a much more approachable format for read-         Assuming you are not an artist, the cost of art can
     ers new and old, less intimidating due to its dimin- vary dramatically. See the chart below for common
     utive size. The constraints of this smaller form factor ranges for pieces of art (in USD):
     is a huge creative blessing.
                                                                  Licensed stock art (from a large company): 1$ – 2$ 0
                         LAYOUT
                                                                  License existing art (directly from an artist): 5$ 0 – 2$ 50
     A 2 column layout this saves page space from new
     paragraphsnotllinginanentire                         - Exclusive
                                                               line(you   license existing art (directly from an artist):
                                                                                  cantyp
                                                            1$ 50 – 4$ 50
     icallytroughlymore          25%   contentperA5pageby
     using 2 columns), and allows for easier scanning.        Commission New Small Piece (items, spot art; experienced,
                                                              smaller artist): 5$ 0 – 1$ 00
        Justicationhyphenation &                     providesforaneater
     layout with the small, tight layout. Instead of extra    Commission New Medium Piece (character, no back -
     space between paragraphs, secondary paragraphs           ground; experienced, smaller artist): 3$ 00 – 5$ 00
     are indented. Sometimes you just need to squeeze         Commission New Big Piece (character w/ background;
     one more line on a page and these choices allow          experienced, smaller artist): 4$ 00 – 8$ 00
     for that as well.                                        Commission New Piece from a “Big” Artist (character w/
                                                                  background): 1$ ,000 – 2$ ,000
                           FONTS
                                                                  Commission New Big Piece from a “Big” Artist (Complex
     Headlines use Beaufort Pro Heavy. This big, bold,            Scene): 3$ ,000 – 7$ ,000+
     chunky font has fantasy vibes and makes for easy
     scanning.
25
                            FINAL
                            THOUGHTS
You made it to the end—well done! You've got the or even sell it and make a lot of money! You could
keystowhatmakesNimbletick:fast,                         also
                                                          fun,
                                                             submit
                                                               tuiditplay.
                                                                      to a Nimble design jam context, for
But knowing isn’t the goal. Creating is. So don’t feedback and the chance to be included in a future
wait for the perfect idea or the right moment. Make ofcialNimblerelease.Whateveryoudo,we
something today.                                        to see what you come up with. Join the Nimble Dis-
   Start small, start weird, just start. Whether it's a cord and show it off. Ask questions. Get feedback.
scrappy subclass, a wild adventure, or a rad monster. Inspire and be inspired.
   What to do with your creation. Enjoy it with
your friends at your own table, give it away to others, nimblerpg.com/discord
26