Wednesday, January 7, 2026

Nimbler: Reviewing Nimble 2e, part 1

I received Nimble 2e for my birthday in October, about time I reviewed it here.  Nimble started out as a 5e rules hack to make it faster, but Nimble 2e is its own game--a bastard child of 5e, Pathfinder 2e, and Into the Odd.  

Like Into the Odd, you don't roll to hit, you just roll damage.  Like Pathfinder 2e, you have three actions that refresh on your turn, to move, attack, assess, defend, and so on.  Like both 5e and Pathfinder, there are a plethora of character skills to track, distances to remember, and detailed class powers to unlock as you level up.  For three little A5 books, there's a lot here to unpack, so strap in!

In part 1 of this review, I go over the things I liked ('roses'), and how I would like to see them in other games.  In part 2, I discuss the things that I didn't like as much ('thorns'), some armchair homebrew I created for that, and my overall take.  

The roses:

1)  The attack roll mechanic is exciting!  Not rolling to hit speeds up combat, it is possible to miss (especially when you have disadvantage, which stacks), and exploding dice make every roll tense and fun* 

*How it works: when you attack, you just roll your damage dice (say a 1d6, for a short sword). If you roll a 1 you miss, 2-5 you do damage, and on a 6, your dice "explode" and you roll 1d6 again and add it to your total damage (and so on--in theory you could do infinite damage).  If you have one or more cases of disadvantage on your attack, your attack (rolling 2d6, or 3d6, etc., take the lowest) could easily miss with a 1.  

So we assume player competence in hitting things, but the mechanic also models both A) that all heroes miss once in a while, and B) a single hit can kill even a dragon (looking at you Smaug!).  Weapon choices are consequential (1d4 dagger explodes more often than a 1d12 two-handed sword).  Combat is risky (when enemy damage explodes).  

2)  The three action economy: players have meaningful tactical choices.  Many OSR games lock players into specific actions: one attack, one move, maybe one reaction. 5e takes that formula and adds the bonus action.  

What that formula doesn't do well is simulate choice If I don't want to move, why can't I stay here and attack again, or react twice instead of once?  "Stop complaining!" I hear you say: just do the action options the game gives you.

And choose what options?  Barb walk toward monster.  Barb hit with sword.  Barb don't have cool reaction power.  Barb turn over.  Glory to Crom!  

Much ink has been spilled on ways to spice up adventure game combat, either by encouraging stunts, creative solutions, and alternative combat goals (see Dungeon Crawl Classics, and many OSR blogs), and/or by giving your players tactical challenges and loads of powers to solve them with (see Draw Steel, The Monsters Know What They Are Doing, Fabula Ultima).

But in most of these cases, you are working against the fundamentals of the system--if you are not creative or experienced, you use your simplest attack, you move, you react.  There is a limited set of built-in base moves that are interesting to do.  

Nimble 2e, taking a page from Pathfinder 2e, gives you three actions to spend any way you choose--even when it's not your turn.  You have choice in what you do, from the start.  And you have varied options--beyond Attack and Move, you could Cast a spell, Assess a monster to gain a mechanical advantage on a later attack, Defend yourself from an attack, Opportunity Attack, Interpose yourself to take a hit for a nearby friend, and Help an ally.  

Even without considering powers, with base Nimble 2e, we have tactical choices obvious to even the most casual player.  Should I Assess and then Attack once with more power, then save an action to Defend from the dragon's counterattack?  Should I run three times to escape the medusa? Or should I attack three times (with increasing disadvantage each attack), cutting down the kobolds?  As the party tank, do I want to hold my Attack this round so I can Interpose for the wizard, who is spending all his actions this round on a long spell?  

3)  Monsters are the right kind of simple.  You have Minions to make your heroes feel heroic, Flunkies to not kill your noob players, regular monsters, and powerful Legendary boss monsters that act after every hero's turn (what action economy issue?).  

Monsters have simplified rules for Armor and Crits and Saves to make them quick to run, with all-in-one stat blocks (I hate having to go look up spells and powers mid-game).  And its a snap to convert monsters to this system from 5e or the OSR.  

But in addition to being simple, Nimble 2e monsters often have fun powers that  that can make them a tricky puzzle to fight.  Kobolds attack more when one dies, so how to defeat them without killing them all?  Bullettes burst out of the ground and immediately grapple a target, then drag it down to bury it.  Flying creatures grab, fly up, and drop you.  Ghouls automatically daze you on a hit, taking your actions one by one.  

Sometimes the monsters are a touch too simple for my taste--I want challenging abilities for every monster (if the Nimble 2e monsters and Flee Mortals and the Monster Overhaul had a baby, I would adopt).  And I wanted more monsters in the main GMs guide...but it does contain top-shelf GM advice on running and homebrewing monsters, so there.

4) The third-party license is open-source and welcoming.

Hats off to a creator who doesn't mind folks putting their stuff on the internet for free, re-using their language verbatim (within reason) in third-party works, and so on.  This game is builder-friendly!


Is Nimble 2e OSR?

Few OSR games have more than a two-move economy--none have player options this intricate.  But Nimble is streamlined similarly to many OSR games, so it rests in an in-between place between 5e and the OSR, a "New Wave of Heroic Fantasy" (herotansy? herowave? neohero?) game alongside Draw Steel, Daggerheart, Vagabond, and Grimwild.  

Overall, I love the attack roll mechanic and would like to play it in more games.  Given that most to-hit chances are around 50%, you could take any OSR game, double the hit points of PCs and monsters, convert AC to damage reduction**, and have the same experience on average, coupled with moments of sheer joy/terror when the dice explode.  

**Both Pirate Borg and Nimble 2e contain similar advice for converting Armor Class to armor.  Pirate Borg says AC 12 is unarmored, 14 is light armor (-d2 damage/hit), 16 is medium armor (-d4 damage/hit), and 18 is heavy armor (-d6 damage/hit).  For monsters, Nimble 2e says AC <14 is unarmored, 14-17 is medium armor, and >17 is heavy armor.  

For the three-action system, the only thing missing that I see is a mechanic for stunts and explicit encouragement to think outside the character sheet, and that can be homebrewed in.  I also don't know a key question: how speedy is the three-action system is in practice? Will my players get bogged down by choice paralysis?  I do know that I am looking forward to testing a pruned version of Nimble 2e out at my table.

For more on what I would tweak about Nimble 2e, stay tuned for Part 2 of this review--the thorns...

Sunday, January 4, 2026

d48 OSR Shadowdark Quirks: PC challenges

For my Shadowdark homebrew, I created feats for fighters, thieves, priests, wizards, and all classes.  Feats are meant to be even-level customization options, and also may be given out as treasure, story-rewards, downtime training, etc.  But also in my system, characters may learn a Feat at 1st level if they choose a Quirk: a challenge facing their PC.  

Quirks are an option during character creation, but could also be acquired during play.  In general, if characters want an extra Feat at level 1, I require they roll for a Quirk (or select an impactful one).  

If a player does not want a particular Quirk for any reason, they can re-roll or select another.  Once they have chosen, they should honor their Quirk’s impact on roleplay (e.g., see ‘Compulsive Liar’) or replace it with another one.  

I encourage players to play Quirks respectfully: they are meant to add depth and texture, not make other players uncomfortable.  Quirk selection is a good time to have a discussion about what a table is comfortable with occurring in-game. These Quirks were designed to hinder PCs and/or make them fallible, while avoiding body-shaming or mean role-play: if you think any of them are not hitting that goal, or use language that could be taken as demeaning, I value your feedback.  

Quirks are sorted into categories.  If you are rolling for a Quirk, first roll 1d8 for the category, then roll within each category.  Alternatively, if you wish to roll with less randomness, you could select your category and then roll, or roll three Quirks and choose, etc.  

1- Personality 
2- Background 
3- History
4- Condition
5- Body
6- Habit
7- Belief
8- Magical or weird

If you like these Quirks and/or Feats, consider buying me a coffee in the new year as I launch my first RPG publication, a Shadowdark supplement with all 100 feats gathered, plus another 30 general feats to share, and 130+ fun Quirks to further customize your characters.  If you want to be notified on launch, email thorn at dreamshrike.com or subscribe to this blog.

So here's a partial list (48) of concerning Quirks for Shadowdark and OSR characters:


Quirks

For general interpretation, especially for Quirks, checks are distinct from attacks.  Solo reaction rolls are done only if the PC is alone; otherwise, group reaction rolls are affected.

 
1- Personality 

1- Chatterbox: You talk too much, and a bit too loudly. You attract attention when you are traveling, and give things away without meaning to.
2- Compulsive Liar: You lie about everything--even the small stuff. And you won’t back down.
3- Coward: You scare easily. If a check against fear or intimidation is needed, you have disadvantage.  You adventure with a lucky charm to be brave; if you lose it, you roll with disadvantage and flee if alone and threatened, for a full day--until you really believe another thing is lucky.  What is your charm?
4- Dim: No matter how smart you are, you make uninformed decisions, forget facts, and are easily swayed.  Roll with disadvantage on knowledge checks, non-spellcasting INT checks, and against magical persuasion.
5- Forgetful: You can’t remember things when it matters.  Additionally, each session, pick one important thing to forget for that session.  The GM must approve your choice, write it down for them.
6- Greedy: You have a hard time resisting the lure of coin.  If treasure is in reach, roll WIS (DC 12) or go for it--even when it’s clearly a trap.

2- Background 

1- Bumpkin: Disadvantage in cities on any checks tied to urban life--and, if solo, encounter checks inside cities.
2- City Slicker: You don’t get nature. Disadvantage on foraging and, if solo, encounter checks outside cities.
3- Cannot Count: You can’t handle numbers above 10. INT checks involving counting or value fail.
4- Cannot Read: You are illiterate. You cannot read scrolls, signs, or books without magical help.
5- Decadent: Unless pampered between adventures, roll all checks with Disadvantage for the first 4 hours of the next adventure.
6- Faction Enemy: A powerful group wants you dead. Once per adventure, GM may trigger a bounty or ambush.

3- History 

1- All My Exes: In any town or city, there’s a 1-in-6 chance an ex shows up with drama, debt, or danger.
2- Bankrupt: You can’t keep coin on you. You lose or owe half your treasure between adventures unless you successfully hide (2 in 6 chance) from creditors.
3- Beholden: You owe someone powerful. They will call on you: refusal brings consequences.
4- Blackmailed: Once per session, an NPC may leverage your secret against you. Refusal brings social fallout or danger.
5- Exiled: You’re banished. If recognized (1-in-6 chance in known lands), you’re jailed or chased out.  
6- Huge Debts: Half your earnings must go to pay back what you owe, mailed or deposited regularly (quarterly? Weekly?). If you skip a payment when in a town, someone comes to collect.

4- Condition 

1- Arthritis: Disadvantage on DEX checks when it’s cold or damp.
2- Combat Paralysis: At the start of any combat, make a CHA check (DC 15). If you fail, you can’t make an attack for 1d2 rounds. You can move and aid allies, but you shy away from shedding blood.
3- Hemophilia: When you take weapon damage, take 1 extra damage.
4- Immature: You are either mentally or physically young--too young to be out on your own, let alone adventuring. Your rolls have Disadvantage when handling 'grown-up’ issues, like haggling or intimidation.
5- Mad as a Hatter: You’re insane. Work out how with the GM. Need inspiration? Roll another Quirk.
6- Migraines: 1-in-6 chance each dawn that you spend the day with Disadvantage on all INT checks until you rest.

5- Body 

1- Bad Ears: Disadvantage on all hearing checks.
2- Bad Eyes: Disadvantage on sight-based checks--this can affect you CLOSE or FAR, your choice.  Glasses can fix this quirk, but then select another.  
3- Bad Nose: Disadvantage on all smell checks.
4- Blind: You cannot see. All sight-based checks fail; melee attacks are at Disadvantage unless CLOSE and unmoving. Monster sight attacks don’t affect you. Take two Feats instead of one.
5- Clumsy: Disadvantage on DEX checks when moving fast, doing fine work (e.g., lockpicking), or under extreme pressure (e.g., jumping a chasm).
6- Deaf: You can’t hear. Fail all sound-based checks, and you have Disadvantage on WIS checks to detect ambushes.  You can read lips out to Far, and you are immune to attacks involving sound (e.g., a harpy’s song).  

6- Habit 

1- Addict: If 24 hours pass without your fix, most checks are difficult (DC 15 or greater).  If a week passes, you have disadvantage on all attacks and checks.  What are you addicted to?
2- Alcoholic: If you go a day without drink, all checks are at Disadvantage until you drink again.  For one hour after you drink each day, you have Disadvantage on all checks.
3- Drunkard: Each day, roll 1d6. On a 1, if it is feasible, you’re drunk from a late bender-with disadvantage on rolls involving coordination, balance, and communication.  
4- Firebug: You love fire a bit too much. Set things alight even when it’s stupid.
5- Flirts Constantly: Make a DC 15 CHA check to hold it together for a scene, otherwise have disadvantage on CHA checks when you’re trying to be serious or professional.
6- Fool’s Tongue: You’re a natural at cutting words-but you can’t turn that off.

7- Belief 

1- Arrogance: You are clearly better than your inferiors. Roll with Disadvantage in any social interaction and social reaction roll, unless you are being flattered on purpose.
2- Condescending: When you are alone or speaking, you have disadvantage on CHA checks and social reaction rolls with anyone of lower rank, class, or station. 
3- Delusion: You believe a blatant lie. You act on it. Disadvantage on WIS checks tied to judgment or intuition even tangentially related to that lie. 
4- Fanatic: Your enthusiasm for a topic is absolute. Pick a topic.  Everyone else is wrong not to love it too--and you let them know.  You will not behave rationally or responsibly when it comes to your fan-dom.
5- Misinformed: You believe something false, and act on it. INT checks to recall facts or lore loosely related to this topic are at Disadvantage.
6- Naive: You have disadvantage on checks to detect lies, trickery, or illusion. You can’t help but trust people.

8- Magical or weird 

1- Blighted: You never gain Luck tokens.
2- Creepy: Animals don’t like you. Disadvantage on checks and reaction rolls dealing with animals, domestic or wild.
3- Disloyal Followers: Your henchmen will betray, desert, or blackmail you at the worst time. GM decides when.
4- Evil Lineage: You descend from darkness. Disadvantage on all CHA checks and reaction rolls with unfamiliar good-aligned NPCs.
5- Hideous: Your face or form is cursed. Disadvantage on all CHA and solo reaction rolls not involving intimidation, unless it’s a good friend or unlikely love.
6- Leaves Evidence: Every crime you commit leaves a clue. GM decides what.

 
These quirks have not all been playtested.  If you playtest them and/or have feedback, please email thorn@dreamshrike.com or comment below, and thank you!