Core Rules Reprint: Full Changelog
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The finalized Nimble Core Rules changelog is ready! Mostly errata and quality of life/design improvements, but some balance and gameplay updates as well. Before we get to that, some FAQ and a general overview:
I already have the first printing, do I need to buy it again?
Nope! No need to buy it again. Anyone who purchased Nimble already will get the updated Core Rules, GMG, & Core Heroes (base subclasses only) PDFs for free. If you backed the recent Kickstarter, the latest version is already up in the Hive pledge manager for you to download.
If you purchased on the webstore or the previous crowdfunder, you'll get the updated PDFs too, just a bit later when they're all completed later this year (so that I don't spam you with constant individual updates). If you'd like an updated printed copy you can preorder or update your pledge right here.
Why not just push the reprint button? Why update it?
Simply reprinting it would have definitely saved myself a lot of time 😅 and I wasn't initially planning on overhauling any of the core content, but… if there are any improvements that could be made, I always want to produce the best things I can and especially now so that the game has as solid of a foundation for the future as possible.
Art, Layout, & Usability Updates.
The core books have undergone extensive layout and design improvements. Making more efficient use of space, improving the organization, scannability, and readability. As I've gotten better as a designer and learned from past mistakes, I want the core books to reflect those improvements. There is now also a more indepth glossary, FAQ and more substantial list of optional rules for you to customize your game.
Errata.
There were a few minor clarifications that needed to be made, points of confusion and questions that came up (for instance, how the defensive spells worked was a regular question that popped up).
Balance Tweaks.
The goal of Nimble has always been to ensure that there are no "trap" options, or choices that are SO good that you're forced to do that all the time. The goal isn't for every spell to be perfectly identically balanced, but for them to at least be real live choices (no S+ and no D/F tier). So some underused spells, and spells that scaled a bit too poorly have been buffed, as well as spells that were a bit too slow or clunky to resolve have been improved.
Fix Complaints & Improve Gameplay.
Every review of Nimble I could reliably count on one comment to nearly come back universally negative: monster armor. A good percentage of players liked how it was, but an equally large percentage of players found it confusing, slow, and fiddly—definitely not the intent! So monster armor has been tweaked to address that (and I think we landed on a great solution, too!). I did a whole presentation on the different options, and the thinking behind it right here.
Without further ado, on to the full changelog!
Nimble Core Rules Changelog: First Printing → Second Printing
Improved Layout, Art, & Design
- The book organization & layout is much improved, different rules in more logical places, clarifying text throughout, updated art and design all make for an reading experience and for easier referencing.
- 3rd Party Creator License updated and expanded to be more generous and irrevocable (now covers ALL published Nimble text, current and future; adds the free-VTT/apps provision).
- MANY layout improvements, updated art pieces, and other minor clarification and quality of life changes.
Terminology & Core Stats
- "Armor" (the hero stat) is now called "Defense" for clarity. Your Defend reaction reduces damage by your Defense; "Armor" now refers to worn equipment. All items, ancestries, and spells updated accordingly (e.g. Fearless is now –1 Defense, Slow & Steady +4 Defense, Electrocharge +5 Defense).
Monster Armor, Vulnerability & Resistance (reworked)
While I very much appreciated the design of the original monster armor system (Med: "just the dice", Heavy: "half the dice") it proved to be the least intuitive/fun and most friction-causing part of the game. Discussion on the change here.
- Monster Medium Armor: was "damage from only the dice rolled, ignoring all damage modifiers" → now a flat –5 damage from incoming attacks.
- Monster Heavy Armor: was "half the damage from the dice, ignoring modifiers" → now a flat –10 damage.
- Vulnerable: was "that damage type ignores armor; double damage if unarmored" → now a flat +10 damage—essentially the same net effect but more sensible and consistent.
- Resistant: was "half as much damage" → now a flat –10 damage.
- Crits still ignore monster armor.
Combat Rules
Mostly clarity and quality of life changes.
- Help reaction intent clarified: was "grant an ally advantage on a roll" → now "allow an ally to reroll" (after seeing the result).
- 1/round clarified. Abilities now reset when your own turn ENDS (was: when your turn begins) to be consistent when other things like regaining actions happens. Affects Defend, Interpose, and everything else 1/round.
- Interpose: the ally you push out of the way now moves to an adjacent space of their choice (was: your choice).
- Unarmed strikes: Made more consistent with proficiency rules. Now roll 1d4+STR damage and heroes not proficient in unarmed strikes cannot crit (was: roll 1d4, deal 1+STR on hit).
- Moving through occupied spaces: Size matters more and makes sense now. You can no longer move through enemy spaces as difficult terrain; now a creature can only pass through the space of enemies at least 2 sizes bigger or smaller.
- Forced movement now scales with size globally: rather than having the exceptions written on every spell/ability that had to do with forced movement, 1 rule added globally. Small/Tiny/Flying creatures are moved twice as far, Large half as far, Huge/Gargantuan ignore it. (This was previously spelled out per-spell, e.g. in Blustery Gale.)
- Grappling: A grappler can move at half speed while grappling (regular speed if larger than their target). This was the unstated assumption, but now stated.
- Special skill checks. Made more consistent and less punishing: Assess: skill check DC lowered 12 → 10. Hiding: Stealth DC lowered 15 → 10. Removed: staying hidden after a kill no one saw. Added: most creatures won't prioritize hunting hidden heroes while other dangers remain.
- Removed: "You can choose to fail any save instead of rolling." You can still fail instead of rolling, but this level of legality in the rules was perhaps not needed.
- Minions: clarified how advantage/disadvantage works with them. Their attacks ignore advantage/disadvantage.
- Smoldering (generalized): any effect that keys off a Smoldering target now ends the condition (this was previously stated only on Ignite).
- "Half on Save" defined: creatures who save take half damage and suffer no other effects.
- Poisoned: added "typically, healing ends this condition."
- Leveling up now happens while Safe Resting (was: whenever you complete a quest).
- Improvised weapons: likely to break "after a few hits" (was: on a crit).
Equipment
- Greatmaul and Greatsword swapped dice: Greatmaul is now 3d4+STR (was 1d12+STR); This makes more sense as the Greatmaul would be best against heavy armor, now the mechanics reflect this.
- Greatsword is now 1d12+STR (was 3d4+STR).
- Spear added. For Mike Shea (the former Spear promoted to Greatspear)
- Medical Kit added. 1 use, heals a Wound during a Field Rest.
- Shortsword cost went from 10→15 gp.
- Armor tables relabeled ARMOR → DEFENSE (values unchanged).
- Mithril Plate → Adamantine Plate
Conditions
- Blinded changed to Blind.
- Clarified conditions don't stack: a creature either has a condition or not; gaining a condition it already has does no additional harm (a Dazed creature Dazed again doesn't lose another action, double-Poisoned doesn't double the disadvantage, etc.).
- Silenced added (new condition): cannot cast spells or use abilities that require speaking (e.g. Commander's Orders). A great design knob to have specifically defined.
- Bloodied, Charmed, and Wounded moved off the Conditions page into the glossary (since abilities that can end a condition generally can't remove Bloodied or Wounded; and Charmed is such a rare edgecase it was just taking up space); every condition is now also listed in the glossary.
Ancestries
- Ancestries: a new Uncommon tier split out of Exotic for a bit more control as to what the GM will allow.
- Kobold (Wily): "+3 to Influence friendly characters" → advantage on checks to Influence friendly creatures (dragon-related advantage unchanged).
- Minotaur/Beastfolk (Charge): was "push a creature in your path: Medium 1 space, Small/Tiny up to 2 spaces, 1/turn" → now a flat 1 space with no 1/turn limit since forced movement rules have been made more consistent already
- Changeling (New Place, New Face): the 1/day limit now takes 10 minutes instead. All 1/day gates removed.
- Ratfolk (Scurry): added +1 Speed.
- Dryad/Shroomling (Danger Pollen): spores now trigger whenever you gain Wounds from any source (was: only when an enemy causes them).
- Crystalborn (Reflective Aura): the reflected KEY damage now ignores armor.
- Planarbeing (Planeshift): phasing now ignores all effects of the attack (was: just the damage).
- Turtlefolk renamed Turtlefolk/Stonefolk (mechanics unchanged).
Backgrounds
- Survivalist: added "(1/Safe Rest) End poison on yourself."
- Wild One: Field Rest bonus changed. Hit Dice recover +KEY HP in the wild (was: roll Hit Dice with advantage in the wild).
- So Dumb I'm Smart Sometimes: was "reroll an INT skill check 1/day, plus reroll a failed INT save with advantage 1/Safe Rest" → now (2/Safe Rest) reroll a failed INT-related skill or save with advantage.
- Wily Underdog: uses changed from 1/day → 2/Safe Rest (reroll a failed STR attack, STR save, or Might check using another stat).
Spell Changes

Most spells were already in a very good place, but some lagged a bit behind (they were too rarely/never used). D/F tier spells were buffed a bit so that they can better compete with other options. Just a single S++ tier spell (Shield of Justice) was reworked so as to not warp the game into unfun play patterns. Overall, each spellcasting class should have more live options and interesting choices now!
- Defensive spells clarified. The defensive reaction spells read oddly to some. First printing reaction spells were 1-action "Reaction: When attacked, Defend for free" spells. Now, they cost 0 actions but are castable only while Defending. Same net effect, just clarified!
Fire
- Heart's Fire: Range scaling improved to +2 Range per 5 levels (was +1), now limited to 1/round to prevent "optimal but unfun" play patterns.
- Enchant Weapon: now Reach 8 (was touch). A needed flexibility bump.
- Flame Barrier: Improved to better compete with Frost Armor and give it a better niche. Now an AoE, the damage and Smoldering now hits all creatures within Reach 1 when you are attacked in melee (was: only the creatures attacking you); no longer "ignoring armor" upcast is now +KEY damage OR +1 Reach.
- Pyroclasm: no longer ignores armor (not needed with updated armor system) upcast improved from "+1 Reach, +2 damage" to "Advantage 1, +1 Reach." for more consistently solid rolls and less math.
- Fiery Embrace: upcast now grants +1 ally and +2 Reach.
- Dragonform: Immolating Breath's save is no longer a fixed DC 20 DEX save, uses the hero's normal save DC.
Ice
- Cryosleep: the sleep save is now WIL (was STR) and the ambiguous "wake-an-ally" action was removed (damage-only wakeups now).
- Arctic Blast: removed the STR save and Incapacitated effect. Already Hampered creatures are Restrained automatically.
- Arctic Annihilation: Reworded. Encased targets are no longer also Incapacitated; no longer restricted to "objects or willing creatures" — now "any targets you choose".
Lightning
- Zap: The miss self-damage no longer scales, it now applies on hit only. High-level scaling reduced to +4 damage per 5 levels (was +6) to match other lightning spells, and make it less punishing at higher levels.
- Arc Lightning: no longer self-strikes on a miss. Not needed for balance, was a bit too punishing.
- Alacrity: Reworked to be more useful. It is still castable to teleport while Defending (after damage) but can now also be cast during your turn to teleport up to your Speed for 0 actions.
- Electrocharge: touch → Reach 4.
- Ride the Lightning: Save removed, any creature knockedback 2 or more is also knocked Prone, Dazed and deafened automatically. Upcast: +1 knockback.
Wind
- Razor Wind: now choose — roll with advantage OR also damage 1 adjacent target (was: always splashed to 1 adjacent target) giving utility even when enemies are not adjacent; high-level scaling improved to +3 damage per 5 levels (was +2), needed to keep up with other cantrips.
- Breath of Life: heals 1d4 HP (was a flat 1 HP); new: if healed for 4+, the Dying creature also regains 1 action; scaling now also improves healing.
- Blustery Gale: Knockback simplified to a flat 2 spaces (per-size scaling moved into the general forced-movement rule).
- Barrier of Wind: Reworked to be more useful. Was: Ranged attacks have disadvantage against you this round. Now: Ranged attacks deal half damage vs you this round; and can be upcast to extend the protection to nearby creatures (was +3 Armor). Disadvantage was simply not strong enough compared to other defensive spells. Frost Shield was always better, but now it has a powerful niche.
- Fly: the target can now move KEY spaces for free on their turn (new); upcast now +1 target and +4 Reach. The fly speed value (12) was removed (the creature's normal speed still applies—but they can FLY!). Was mostly just an out of combat utility spell, now more useful in combat.
- Updraft: Reworked, great idea, but it was both the worst spell in the game AND the longest one to resolve. Cost reduced from 3 → 2 actions. Was: enemies repeat a DEX save until they succeed, 1d6 falling damage per failure, land Prone. Now: "20 damage minus a DEX save; on 10+ damage, they land Prone and Dazed." Upcast: +2 damage (was +2 Range, +1 area). Same idea, much better value and quicker to resolve.
Radiant
- Rebuke: Removed "does not miss". It was a far too powerful 2nd or 3rd action and encouraged attack, attack, attack a bit too much, still powerful vs undead, cover, and armored foes, but no longer feels like a required 3rd action.
- True Strike: Was a bit weak, buffed to: now ignores ALL disadvantage and grants +1 Reach on the next melee attack this encounter.
- Warding Bond: Competed with Updraft for worst spell in the game. Was: 1 action, lasts 1 minute, ward takes half damage and you take the other half; upcast +1 creature. Now: costs 0 actions, and requires concentration (this is a stealth buff, as the caster previously had no way to end it early and would die prematurely because of it!) and damage reduction for both the caster and the ward (–2) from damage shared this way. Upcast +2 damage reduction. Now it is a much more useful spell!
- Shield of Justice: Reworked. Was the best spell in the game (by a lot). Was: reflect radiant damage equal to the amount your Defend blocked. Now: attackers this round are Blind until the end of their next turn, and you deal damage back (ignoring armor) equal to the damage you take. Upcast: +5 Damage OR +5 Defense (was +5 Armor).
- Condemn and Vengeance: trigger window clarified to "this round"; was "since your last turn" (same net effect).
Necrotic
- Entice: Range 8 → 12; damage 1d4 → 1d4+KEY; the target now moves Primary Die spaces closer (was a flat 2). This spell needed a boost to keep up with other cantrips.
- Shadow Trap: 2 → 1 action. For spells that do not have an immediate payoff, the price for entry needs to be lower for them to be competitive.
- Vampiric Greed: STR save removed, upcast changed to Upcast: +1 Reach OR +10 Damage.
- Greater Shadow (Tier 4) removed. Now a Shadowmancer only ability. Other classes being able to summon shadow minions didn't seem right, and them not having access to the ability to command them was an oddity.
- Vigor Mortis (Tier 4) added: cast when an ally drops to 0 HP — while Dying they keep their max actions, skip STR saves to act, and damage causes 1 fewer Wound (min 1). Upcast: +10 temp HP.
- Creeping Death: upcast changed to +10 damage (was +1d20). Same net effect, but less mathy.
Utility cantrips
- Ice Disk: carries "moderately heavy weight" (was a hard 250 lb limit) to avoid any weird conversion math.
- Wintry Scrying: casting time 10 minutes → 1 minute.
- Wind Whisper: the 100-mile limit removed — "anywhere wind could reach."
- Spark Buddy: the ~1 lb fetch limit removed.
Optional rules
Added a large number of new optional rules to improve and customize your game, removed others that play tested poorly.
- Added: Blaze of Glory (final-Wound heroes get 1 last turn), Mighty Healing (recovering from Dying restores 1 action), Simpler Characters, Level 0 Funnels, Dramatic Leveling, Boon & Bane Actions, Can't Cut Corners, 1-2-1 diagonal movement.
- Removed: Large Groups (2 actions per hero in 6+ player games—not really needed, and not fun), Small Groups (sidekick rules), and the cumulative –1-per-Wound penalty variant.
- Abstracted Distances retuned: Close is now Reach/Range 3 (was 4), with explicit move counts between bands.
New FAQ Section, Full Glossary, & Rules Clarifications
- A bunch of helpful FAQ are included now.
- Also new/expanded in the glossary: Charged, Burrowing, Bloodied-related save riders on necrotic spells, and the Closest Creature rule for Arc Lightning.