What I Like About Nimble 2e (So Far) — A Partial Review

How long does it take PCs to heal without magic? Does a “cure minor wounds” spell heal more damage on a high level PC? Does the PC sport lingering injuries that affect their ability to do things until fully healed?

That’s always been my basic problem with treating hit points as “meat points” - the rest of the system simply doesn’t support the concept.
It works a little different in Nimble. As long as you have any hp, you're fully functional. When you hit 0 HP you take a wound, get one action, and if you attack you or are hit, you take extra wounds. Battle-field healing and 'field rests' heal hp and get you fully functional, but don't heal wounds. Once you've taken 6 wounds, you're dead with limited resurrection options. This greatly increases the threat and tension without nerfing the game play. 1 wound and 1 hp left? You can do anything... but probably you shouldn't.
 

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From reading the PDF, I think Nimble is really not a simulationist game. The armor rules are an example of where they work as a game, but may not match up with your ideas about how armor "should" work. I think that is a factor really to take into consideration about playing it.

I like what I've read, and I'm all about the gamist train, but for me the question is about if there's enough character growth and customization. I'm coming from my group with PF2 and that is a game about choices and character builds. I'm going to run it as a test session and we'll see.

For what it's worth: this is a beautiful looking game that has excellent graphic design. It also appears to be completely workable in play, but we will have to see how that works out.

I know I can run 5E adventures, but does anyone have a suggestion for adventures actually written for Nimble? Might be nice.
 

From reading the PDF, I think Nimble is really not a simulationist game. The armor rules are an example of where they work as a game, but may not match up with your ideas about how armor "should" work. I think that is a factor really to take into consideration about playing it.

I like what I've read, and I'm all about the gamist train, but for me the question is about if there's enough character growth and customization. I'm coming from my group with PF2 and that is a game about choices and character builds. I'm going to run it as a test session and we'll see.

For what it's worth: this is a beautiful looking game that has excellent graphic design. It also appears to be completely workable in play, but we will have to see how that works out.

I know I can run 5E adventures, but does anyone have a suggestion for adventures actually written for Nimble? Might be nice.

The GMs book itself has a set of chained adventures in it that are aimed at getting a table from 1-3; and another set of short quests tied to the areas in the little valley setting.
 


I get it. People like hitting. But to me, the hit is only satisfying because it doesn't happen all the damn time.
The other issue is early D&D felt like it was "roll to kill" rather than "roll to hit" making combat a lot more exciting.

Nothing bores me more as a player knowing at the start of combat I have 75% chance to knock off 1/8 of a monster's HP. :sleep:

Very interested in Nimble since it gets rid of the "to hit' roll and uses exploding dice - both of which go a long way to fixing 5e for me.
 

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