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!
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...

