Absolutely amazing video showcasing why Nimble is such an awesome system. I played this with new players that have no TTRPG background, they had no problem learning the rules because it is so streamlined and just lots of fun to play. Definitely check it out if you havent already!
Beautiful summary of Nimble - if this doesn't sell it to folks, nothing will: simple to play, just-enough-crunch, regular rewards, increasing power, flexible... I love it.
This was an incredibly well made video showcasing really cool parts of Nimble. I think this game will have a really great place for those who want streamlined simple combat with fun things to do. Even just the thought of doing 5 or 6 encounters in a session has me drooling.
At first i wasn't so sure about the barbarian obliterating like 10 goblins in a single round (or i guess 8 would be the maximum on a grid) but im realizing these are level 5 players vs CR 1/4 goblins. A single fireball would have done that anyway.
Not mentioned in the video but they were minion goblins. A cool new mechanic with Nimble. But if he rolled high enough he could have also taken out non-minion gobbos too!
D&D and Pathfinder players will be surprised to learn that they no longer have time to stack dice (or scroll through memes, or solve today's New York Times crossword puzzle, etc.) until their turns come up--and that's a good thing!
@@m8trxspydr4rl75 You can always do that before the game starts. Admittedly, there used to be time to whip up some Nestle Tollhouse between rounds, so I get where you're coming from.
@@justinmargerum2559 oh I kid. I backed this project day 1 or early 2s at the latest. It actually seems pretty nifty. I started with ADnD in 79 but really only played a little 3.5 I think in the 2000s and then some Pathfinder. My jam was WoD and I got my fantasy fix through playing Dark Age material. Actually like the idea of playing a great fantasy game again.
This game is at the top of my list as soon as I can afford it, which I'm really hoping will be very soon. It's certainly more interesting to me that its source material, and actually worth spending money on imo.
Nimble looks wonderful. I am curious how the following are handled by the system: 1. How are large epic battles (helms deep for example) handled by the system? 2. Are there any mechanics for building up a castle or community 3. What tools are available for rule of cool improv'd solutions? 4. Does the game use any additional mechanics for talking besides a simple skill check? I appreciate any answers. I think this book is cool and want to bring it to my table
Thanks! 1. there is a pretty cool minion system that could easily handle something like helm's deep without too much fuss or slog. 2. no mechanics specifically for that, but the classes are mechanically setup to want to have downtime, and to leave space for that kind of cool RP stuff. You could use any 5e related adventure or supplement you like for the specifics. 3. LOTS of cool tools like that for the GM. 4. Some classes/subclasses have unique mechanics for social interactions, it is largely up to the creativity of the players.
Besides dog, what other creature do you think could be your companion as a Sheppard. Personally I could imagine a guardian angel like figure who disappears right after he does hid duty.
I'm curious why you are going with exploding dice as a critical hit system? Seeing as it seems your desing goal is to remove extra rolling and the system has the potential for endless rolling. Though the chance for that is low, it still seems to break with the intended design. Did you consider other critical hit methods, and why not go for them? And why change the attack rolls to just damage rolls, when you don't change saving throws and damage rolls? The video is really cool and a nice way to explain parts of the system.
I guess the rule of cool, exploding dice are more fun-time and less math-time, people like spending time on rolling if it's directly rewarding and feels like a casino.
The likelihood of you rolling more than 3-4 exploding dice is incredibly low, and when it does happen, would be awesome. It’s a non-issue. It’ll happen once per campaign if you’re lucky where a player rolls repeated exploding dice more than 4-5 times. Sure, anything is possible, but if you’re just rolling exploding dice over and over again eventually the monster will die so it’s not really endless. Again, kind of a non-issue.
I still remember the time I rolled a 52 about 20 years ago on a cyberpunk game to avoid a full auto shot from a mini gun turret with a 1d10+12. Exploding dice are awesome and never a slog.
Sort of. Often with knights in the Middle Ages, the trick was to knock them down and the slip knives into the eyeslit and under the shoulder, anywhere the armor had a gap or needed to be flexible. It does dismiss the possibly of blunt items like maces which rattle the man under it without needing to damage the armor, or bigger weapons like cannon which can just blast through it- to say nothing of fantasy options.
so if you roll a 1, you do no damage/miss. wont this heavilly favor larger die? a Dagger (1d4) will miss a ton more then a Greataxe (d12?) or am i missing something?
Really cool video. One doubt: Are you sure you weren't unfair with Faith? She gave advantage to her allies, but she should also have given advantage to herself, compensating for her class disadvantage on DEX saves, don't you think?
Great question, from the core rules "You may accumulate multiple stacks of advantage or disadvantage, in this case roll & remove an additional lowest/highest die for each stack." easy-peasy
Check out the free rules preview on the backerkit page if you want more details. Heroes have no AC, rather when they use the Defend reaction they reduce the damage from an attack by an amount equal to their armor.
Wait, so with initiative, why don't you just say everyone rolls to see how many actions they have in the first round, PCs go first? Also, 0:58 players missing is NOT a pre-concieved outcome. The GM has full control over what ACs the monsters have before going in and they tend to have much higher than 50% accuracy, such as slimes, oozes, and zombies where you have roughly an 80% chance of hitting at level 1. Goblins are close to 50%, but also die in one hit, making them very threatening and they're supposed to be threatening, requiring spells and other tools to handle rather than attacking outright. Even an adult green dragon thrown at a level 7 party has a 75% chance of hitting at least once if they have multiattack and spellcasters rarely use spell attacks unless they're up against a wall, are making a lot of attacks, or have some kind of buff in play like Faerie Fire to boost something like Chromatic Orb. And I do want to point out, your system has no less than 3 steps. Roll damage dice, add your modifiers to the damage rolls, and notify the GM the result (even if you already know it hit or missed, he or she has to track HP and thus needs to know). 5:52 Wouldn't making terrain able to be outright ignored with no resources make the game less tactical? High ground doesn't mean much if you can just elect to ignore it. Also, doesn't that mean Crush was within 30 feet of the catapult to use Into the Fray anyway? If it was farther, he'd have to use multiple actions to get over there anyway, right? On a GM's perspective, it feels like this system is one where I... should target fire players? That's what the scenario implies because the goblins only went after the weakest player, even though she was already dying. That's a really tight rope to be walking because you're banking on someone being both in position, with the actions, and wants to defend that ally; otherwise that player is just dead. idk how death works in this game, but if it's like 5e, maybe it'd just be a minor setback, but if it's more like an OSR or rules-lite game, that usually means new character or revival sidequest. And I feel like that's really easy to do with having the action economy being heavily in favor of the enemy, since they go one after another. Granted, they only have 1 action so you need like 12 of them to combat players on even-ground, however, unlike players none of those attacks are ever at disadvantage and a good chunk can all go into one dying person, since only 3 need to hit to kill. I also found the free preview to be.... incomplete and not something I'd feel comfortable running with the information I have. There's a lot of mechanics that don't have the rules included or advise on how to run them included like distracted, invisible, hiding, vicious weapon property, weapon proficiencies, advice on when damage can't be defended, what damage types exist; if any (for example radiant damage spells just say they do damage, no type specified and one lightning spell isn't specified either), how do spells work (like components or foci or do they simply just work), how do rests work, how do skill checks work, what's in a background or is that just flavor, how is travel handled, how long does the Scoundrel's Sweet Talk disadvantage stuff last and why and how do you play that out as a GM; is it magic or does the Cheat have to steal something when they do it to garner people having suspicion later on, etc. I really, really advise having something like the Without Numbers free version or 5E SRD out there with your system. It makes getting into a lot easier when all the rules are available, people can make characters however they want and get a feel for the system, and then just add onto that experience by buying the book and opening up new classes, options, monsters, etc when the table feels like this is the game they want to continue with. It's much smoother and runs more like a videogame demo where you get a good idea before jumping in completely. Despite my misgivings, I would like to see a video on the GM's perspective for this TTRPG. What do monsters look like, how is progression encouraged, what mechanics do I need to be aware of (like reaction rolls from OSRs), what cool things can I play around with in this system? Reason I was critical at the start is because it overgeneralizes DnD and I would rather just hear what your system is good at. Be confident! You don't need to compare yourself to DnD because this is Nimble, not DnD. You have your own rules, classes, spells, abilities, the whole nine yards. Show me what your TTRPG can do, not what you don't like about 5e.
I backed this on before when it was on Kickstarter and never heard a single thing out of it. And once again I can see from the link that you actually do not receive anything for backing it. So when if ever is this going to release?
That sounds strange. The old Kickstarter was for a hack to 5e and shipped. I would contact the creator about that. This is a new system that is 5e compatible and backers will get beta PDFs this month.
@@JeffCatanzaro but is there going to be more than a beta pdf later released? Im not understanding why this Whole Nimble manual even needs more funding. I know they got plenty of donators previously. It should already be released by now.
@@ShipWreck68 Nimble (v1) has been released. It is also available for purchase from the web store. The new Nimble (5E) is a different funding campaign for a different product. If you did not receive your rewards for the Nimble (v1), then contact the creator.
The first kickstarter was fulfilled very quickly. Feel free to send me an email if you didn't receive what you ordered evan@nimblerpg.com, a few people had incorrect email addresses or never filled out the post campaign survey. This is a new project with lots more content. Just like last time, the beta rules will be released immediately after the campaign ends (next week) and physical rewards will be shipped in Nov/Dec most likely.
I am not sure about attack mechanic. It looks like your miss chance is determined solely by damage dice, so no matter what enemy you attack - the chance to miss is the same. This kills enemy variety and tactical decision making that comes from it. There will be no nimble and hard to hit enemies or slow and easy to hit enemies. Just enemies. Also, higher damage dice will always be more reliable than lower dice. Yes, d12 will have lesser chance to explode than, for example, d4, but it does not matter, because its average damage will be higher than d4`s even if d4 is exploded one (which has only 25% chance to happen), while d12 will have a pathetic 8.33% chance to miss, while d4 will have 25% chance to miss. Yes, 25% is better than dnd`s ~50% (which is closer to 35-40% in reality), but outside of that comparison, it looks bad when compared to other dices in your system. Also, making reactions using the same action points as regular actions is a design trap. Dungeon Coach does the same in his DC20 game and it feels strange. In games where reactions use their own reaction point, like DnD or Pathfinder, using a reaction feesl rewarding because the opportunity to use it is not guaranteed. This encourages players to think about creating such opportunities, like playing tactically to make enemies to provoke player`s opportunity attacks. In this type of systems reaction is a bonus on top of your own turn and this feels good. But in your system, just like in DC20, reactions use the same points as all other actions. This means that by using a reaction player makes his own turn smaller, but gains a little for that, because all actions use points of the same value. So it means that in games like DnD an opportunity to use a reaction feels like a reward, while in your system use of reaction feels like a penalty. Maybe it is a design intent, but I have doubts about it.
I suggest you download the preview rules and give it a try! Though not shown here foes can have medium or heavy armor. Medium armor means that they take dice only damage (ie don't add the modifier). Heavy armor means they take half of dice only damage. This combined with the fact that crits ignore armor means that a d4 dagger could be better at finding a chunk in the armor than a D12 maul or something. Give it a try, it's fun :)
Just wanted to say that having to choose whether to use a reaction or not but making my turn a bit smaller does not sound so bad to me. It's a strategic choice!
@nimbleCo I would like to know why you made your decisions because the first point OP mentioned is not a difference in preference but a problem that's not being addressed. Is there something deeper not addressed in the video to compensate for 1d4 weapons being inferior to higher die? Does the average come out to be equivalent thanks to explosions?
The system is very interesting. I have a strong doubt though. It seems really easy to die once you are at 0 hp. In DnD 5e, as characters drop unconscious, in my experience many DMs will leave the character be, leaving more chances for them to save or be rescued. Here, as the character keep fighting, they will attract the enemy's blows, and with 2-3 hits they're dead, which could happen before the player has any chance to do anything... Can anybody convince me I'm wrong?
A player can pretend to be dead, in general dumb monsters wont attack creatures that don't pose a threat, if the player chooses to pose a threat, that's a player problem, not the DM
This is where the interpose reactions would really come into play. The other players would have to work together to minimize damage and heal the dying player
@@nimbleCo I see, thank you. Congrats for the nice job. I guess I was afraid of "ruthless" DMs. But maybe then the problem is the DM, not the system... 😅
This looks like it's own game system. If it was presented as such, I would find it more interesting. But marketing it as a conversion is not a favorable move.
Most ttrpg players are dnd players. Trying to sell them on a different system would be more difficult than offering a "fix" that is actually a new system.
Absolutely amazing video showcasing why Nimble is such an awesome system.
I played this with new players that have no TTRPG background, they had no problem learning the rules because it is so streamlined and just lots of fun to play.
Definitely check it out if you havent already!
Beautiful summary of Nimble - if this doesn't sell it to folks, nothing will: simple to play, just-enough-crunch, regular rewards, increasing power, flexible... I love it.
This was an incredibly well made video showcasing really cool parts of Nimble. I think this game will have a really great place for those who want streamlined simple combat with fun things to do. Even just the thought of doing 5 or 6 encounters in a session has me drooling.
At first i wasn't so sure about the barbarian obliterating like 10 goblins in a single round (or i guess 8 would be the maximum on a grid) but im realizing these are level 5 players vs CR 1/4 goblins. A single fireball would have done that anyway.
Not mentioned in the video but they were minion goblins. A cool new mechanic with Nimble. But if he rolled high enough he could have also taken out non-minion gobbos too!
Pretty powerful, but you could argue the goblins choose a bad tactic too clumping around him.
I like where this is going. Looking forward to more short videos showing mechanics. Good luck, Evan and company! ⚔🍻
That plaintive “Nooooo!” got me good 😭
I've never gotten to play a TTRPG campaign myself but damn, I might start with this one I'm loving it. Keep creating 👍🏾
D&D and Pathfinder players will be surprised to learn that they no longer have time to stack dice (or scroll through memes, or solve today's New York Times crossword puzzle, etc.) until their turns come up--and that's a good thing!
The number of times I've caught players unprepared for their turn cause they were drawing a quick sketch while they wait.
Guess I’ll have no more time to bake cookies for the rest of the players. 🤨
@@m8trxspydr4rl75 You can always do that before the game starts. Admittedly, there used to be time to whip up some Nestle Tollhouse between rounds, so I get where you're coming from.
@@justinmargerum2559 oh I kid.
I backed this project day 1 or early 2s at the latest. It actually seems pretty nifty. I started with ADnD in 79 but really only played a little 3.5 I think in the 2000s and then some Pathfinder. My jam was WoD and I got my fantasy fix through playing Dark Age material. Actually like the idea of playing a great fantasy game again.
This is the best intro video to a game system I've ever seen. Great stuff!! 👏
Very good work to show a systhem!
It's so fast it's cinematic
The sound effect on the luna transformation part drowned out the dialogue
Wait but this actually looks real sick!
It's supposed to drop in September! Gah I can't wait that long. In that amount of time I could get two whole turns in my current DnD game...
That last combat sound effect completely drowned out the voice over on mobile
Stabs was also probably a bit too high in volume for the audio balance
This game is at the top of my list as soon as I can afford it, which I'm really hoping will be very soon. It's certainly more interesting to me that its source material, and actually worth spending money on imo.
Actually caught my interest. I thought Nimble was a DnD clone, but it's its own thing!
Babe wake up, new Nimble video just dropped!
👀 🔥
Nimble is the future of TTRPGs. Heres to better more memorable sessions 🎉🎉🎉
Let’s go!!!!! Nimble 5e!!!
This is amazing
This video convinced me, and just in time; the campaign ends in like 2 hours.
I loved it! A backer
Nimble looks wonderful. I am curious how the following are handled by the system:
1. How are large epic battles (helms deep for example) handled by the system?
2. Are there any mechanics for building up a castle or community
3. What tools are available for rule of cool improv'd solutions?
4. Does the game use any additional mechanics for talking besides a simple skill check?
I appreciate any answers. I think this book is cool and want to bring it to my table
Thanks!
1. there is a pretty cool minion system that could easily handle something like helm's deep without too much fuss or slog.
2. no mechanics specifically for that, but the classes are mechanically setup to want to have downtime, and to leave space for that kind of cool RP stuff. You could use any 5e related adventure or supplement you like for the specifics.
3. LOTS of cool tools like that for the GM.
4. Some classes/subclasses have unique mechanics for social interactions, it is largely up to the creativity of the players.
@nimbleCo thanks for the quick reply your crew is doing great work :)
Backed this and would love to see how a wounded/dying PC deals with healing. is exhaustion a factor?
Exhaustion has been renamed to Wounds. When a dying hero is healed they're no longer dying. The wounds stick around until they long rest.
@@nimbleCo thanks that's simple. Can't wait to try it out standalone and with my 5e campaigns.
@@tajel1918 try the old Nimble5e pdf that's already available. It kinda transforms DND 5e into what Nimble is now.
@@ruolbu I added that version on the kickstarter before I saw it was available on the website. So I'm gonna wait until I get the KS downloads.
Besides dog, what other creature do you think could be your companion as a Sheppard. Personally I could imagine a guardian angel like figure who disappears right after he does hid duty.
Any creature you like! They're a summoned companion and can take the form of any small friendly creature. Dog, Lamb, Sparrow, etc.
@@nimbleCo what an Owlbear or a displacer beast?
What does armour do if attacks just always hit?
4:53 You can use the defend action to reduce the damage you take by your armor class.
Pure fire.
🔥
Do the sneak attack dice explode too?
Just the primary die
@@nimbleCo thank you very much - just introduced my players to this and that was a question that came up last night
Preordered the all in...im looking forward to solo play. I wonder if its easily possible?
possibly in the future, there is a hopping community on discord if you'd like to explore that!
I'm curious why you are going with exploding dice as a critical hit system? Seeing as it seems your desing goal is to remove extra rolling and the system has the potential for endless rolling. Though the chance for that is low, it still seems to break with the intended design. Did you consider other critical hit methods, and why not go for them?
And why change the attack rolls to just damage rolls, when you don't change saving throws and damage rolls? The video is really cool and a nice way to explain parts of the system.
I guess the rule of cool, exploding dice are more fun-time and less math-time, people like spending time on rolling if it's directly rewarding and feels like a casino.
The likelihood of you rolling more than 3-4 exploding dice is incredibly low, and when it does happen, would be awesome. It’s a non-issue. It’ll happen once per campaign if you’re lucky where a player rolls repeated exploding dice more than 4-5 times. Sure, anything is possible, but if you’re just rolling exploding dice over and over again eventually the monster will die so it’s not really endless. Again, kind of a non-issue.
I still remember the time I rolled a 52 about 20 years ago on a cyberpunk game to avoid a full auto shot from a mini gun turret with a 1d10+12. Exploding dice are awesome and never a slog.
Isn't it a bit counterintuitive to have to use the lightest weapons against enemies with the heaviest armor ?
Sort of. Often with knights in the Middle Ages, the trick was to knock them down and the slip knives into the eyeslit and under the shoulder, anywhere the armor had a gap or needed to be flexible.
It does dismiss the possibly of blunt items like maces which rattle the man under it without needing to damage the armor, or bigger weapons like cannon which can just blast through it- to say nothing of fantasy options.
so if you roll a 1, you do no damage/miss. wont this heavilly favor larger die? a Dagger (1d4) will miss a ton more then a Greataxe (d12?) or am i missing something?
This is true. Smaller die weapons also crit more often tho
smaller dice crit far more often, this very much balances out the math in an interesting way. d4 daggers are quite competitive with big d12 weapons.
@@nimbleCo true that.but a crit on a d4 is sort of the avarage damage on a d12, if you dont explode it that is? But i get the point.
Really cool video. One doubt: Are you sure you weren't unfair with Faith? She gave advantage to her allies, but she should also have given advantage to herself, compensating for her class disadvantage on DEX saves, don't you think?
So how does nimble deal with a multiple die attack with advantage, how would you determine the crit or miss die then?
Great question, from the core rules "You may accumulate multiple stacks of advantage or disadvantage, in this case roll & remove an additional lowest/highest die for each stack." easy-peasy
what if savage worlds but dnd
not bad tho
So how is armor handled? AC obviously isn't present, which is a good think imo. Does armor flatly reduce damage?
Check out the free rules preview on the backerkit page if you want more details. Heroes have no AC, rather when they use the Defend reaction they reduce the damage from an attack by an amount equal to their armor.
Can I get in still?
yep, right here: nimble2.backerkit.com/hosted_preorders
@@nimbleCo backed it!!! Thanks!
Conroy Common
My only gripe: it would be better grid-less.
There are gridless variant rules in the book as well!
Wait, so with initiative, why don't you just say everyone rolls to see how many actions they have in the first round, PCs go first?
Also, 0:58 players missing is NOT a pre-concieved outcome. The GM has full control over what ACs the monsters have before going in and they tend to have much higher than 50% accuracy, such as slimes, oozes, and zombies where you have roughly an 80% chance of hitting at level 1. Goblins are close to 50%, but also die in one hit, making them very threatening and they're supposed to be threatening, requiring spells and other tools to handle rather than attacking outright. Even an adult green dragon thrown at a level 7 party has a 75% chance of hitting at least once if they have multiattack and spellcasters rarely use spell attacks unless they're up against a wall, are making a lot of attacks, or have some kind of buff in play like Faerie Fire to boost something like Chromatic Orb.
And I do want to point out, your system has no less than 3 steps. Roll damage dice, add your modifiers to the damage rolls, and notify the GM the result (even if you already know it hit or missed, he or she has to track HP and thus needs to know).
5:52 Wouldn't making terrain able to be outright ignored with no resources make the game less tactical? High ground doesn't mean much if you can just elect to ignore it. Also, doesn't that mean Crush was within 30 feet of the catapult to use Into the Fray anyway? If it was farther, he'd have to use multiple actions to get over there anyway, right?
On a GM's perspective, it feels like this system is one where I... should target fire players? That's what the scenario implies because the goblins only went after the weakest player, even though she was already dying. That's a really tight rope to be walking because you're banking on someone being both in position, with the actions, and wants to defend that ally; otherwise that player is just dead. idk how death works in this game, but if it's like 5e, maybe it'd just be a minor setback, but if it's more like an OSR or rules-lite game, that usually means new character or revival sidequest. And I feel like that's really easy to do with having the action economy being heavily in favor of the enemy, since they go one after another. Granted, they only have 1 action so you need like 12 of them to combat players on even-ground, however, unlike players none of those attacks are ever at disadvantage and a good chunk can all go into one dying person, since only 3 need to hit to kill.
I also found the free preview to be.... incomplete and not something I'd feel comfortable running with the information I have. There's a lot of mechanics that don't have the rules included or advise on how to run them included like distracted, invisible, hiding, vicious weapon property, weapon proficiencies, advice on when damage can't be defended, what damage types exist; if any (for example radiant damage spells just say they do damage, no type specified and one lightning spell isn't specified either), how do spells work (like components or foci or do they simply just work), how do rests work, how do skill checks work, what's in a background or is that just flavor, how is travel handled, how long does the Scoundrel's Sweet Talk disadvantage stuff last and why and how do you play that out as a GM; is it magic or does the Cheat have to steal something when they do it to garner people having suspicion later on, etc.
I really, really advise having something like the Without Numbers free version or 5E SRD out there with your system. It makes getting into a lot easier when all the rules are available, people can make characters however they want and get a feel for the system, and then just add onto that experience by buying the book and opening up new classes, options, monsters, etc when the table feels like this is the game they want to continue with. It's much smoother and runs more like a videogame demo where you get a good idea before jumping in completely.
Despite my misgivings, I would like to see a video on the GM's perspective for this TTRPG. What do monsters look like, how is progression encouraged, what mechanics do I need to be aware of (like reaction rolls from OSRs), what cool things can I play around with in this system?
Reason I was critical at the start is because it overgeneralizes DnD and I would rather just hear what your system is good at. Be confident! You don't need to compare yourself to DnD because this is Nimble, not DnD. You have your own rules, classes, spells, abilities, the whole nine yards. Show me what your TTRPG can do, not what you don't like about 5e.
Agreed.
Let's hope this comes out in Spanish 😶🌫
Weimann Way
🥳🫂👍🏿
🗡️ 🪄 💥 🛡️
I backed this on before when it was on Kickstarter and never heard a single thing out of it. And once again I can see from the link that you actually do not receive anything for backing it. So when if ever is this going to release?
That sounds strange. The old Kickstarter was for a hack to 5e and shipped. I would contact the creator about that. This is a new system that is 5e compatible and backers will get beta PDFs this month.
@@JeffCatanzaro but is there going to be more than a beta pdf later released? Im not understanding why this Whole Nimble manual even needs more funding. I know they got plenty of donators previously. It should already be released by now.
@@ShipWreck68 Nimble (v1) has been released. It is also available for purchase from the web store. The new Nimble (5E) is a different funding campaign for a different product. If you did not receive your rewards for the Nimble (v1), then contact the creator.
The first kickstarter was fulfilled very quickly. Feel free to send me an email if you didn't receive what you ordered evan@nimblerpg.com, a few people had incorrect email addresses or never filled out the post campaign survey.
This is a new project with lots more content. Just like last time, the beta rules will be released immediately after the campaign ends (next week) and physical rewards will be shipped in Nov/Dec most likely.
Is this just a combat system
It's a full stand alone TTRPG system.
DND players will take literal years to realise they can modify the base game's shitty rules
?
I am not sure about attack mechanic. It looks like your miss chance is determined solely by damage dice, so no matter what enemy you attack - the chance to miss is the same. This kills enemy variety and tactical decision making that comes from it. There will be no nimble and hard to hit enemies or slow and easy to hit enemies. Just enemies.
Also, higher damage dice will always be more reliable than lower dice. Yes, d12 will have lesser chance to explode than, for example, d4, but it does not matter, because its average damage will be higher than d4`s even if d4 is exploded one (which has only 25% chance to happen), while d12 will have a pathetic 8.33% chance to miss, while d4 will have 25% chance to miss.
Yes, 25% is better than dnd`s ~50% (which is closer to 35-40% in reality), but outside of that comparison, it looks bad when compared to other dices in your system.
Also, making reactions using the same action points as regular actions is a design trap. Dungeon Coach does the same in his DC20 game and it feels strange.
In games where reactions use their own reaction point, like DnD or Pathfinder, using a reaction feesl rewarding because the opportunity to use it is not guaranteed. This encourages players to think about creating such opportunities, like playing tactically to make enemies to provoke player`s opportunity attacks. In this type of systems reaction is a bonus on top of your own turn and this feels good.
But in your system, just like in DC20, reactions use the same points as all other actions. This means that by using a reaction player makes his own turn smaller, but gains a little for that, because all actions use points of the same value.
So it means that in games like DnD an opportunity to use a reaction feels like a reward, while in your system use of reaction feels like a penalty.
Maybe it is a design intent, but I have doubts about it.
I suggest you download the preview rules and give it a try! Though not shown here foes can have medium or heavy armor. Medium armor means that they take dice only damage (ie don't add the modifier). Heavy armor means they take half of dice only damage. This combined with the fact that crits ignore armor means that a d4 dagger could be better at finding a chunk in the armor than a D12 maul or something. Give it a try, it's fun :)
It's not for everyone and that's okay! Thanks for watching and for the thoughtful comment
Just wanted to say that having to choose whether to use a reaction or not but making my turn a bit smaller does not sound so bad to me. It's a strategic choice!
@@JeffCatanzaro How does this handle Unarmored Monks and Barbarians and Mage Armor?
@nimbleCo I would like to know why you made your decisions because the first point OP mentioned is not a difference in preference but a problem that's not being addressed.
Is there something deeper not addressed in the video to compensate for 1d4 weapons being inferior to higher die? Does the average come out to be equivalent thanks to explosions?
Already backed.
The system is very interesting. I have a strong doubt though. It seems really easy to die once you are at 0 hp.
In DnD 5e, as characters drop unconscious, in my experience many DMs will leave the character be, leaving more chances for them to save or be rescued. Here, as the character keep fighting, they will attract the enemy's blows, and with 2-3 hits they're dead, which could happen before the player has any chance to do anything...
Can anybody convince me I'm wrong?
A player can pretend to be dead, in general dumb monsters wont attack creatures that don't pose a threat, if the player chooses to pose a threat, that's a player problem, not the DM
This is where the interpose reactions would really come into play. The other players would have to work together to minimize damage and heal the dying player
@@zeddtakashi671 That's a good point. It would be nice if this is also described in the manual
@@galileji Indeed it is. Players have more tools to mitigate/avoid damage and protect their allies too. Not going unconscious is a huge +
@@nimbleCo I see, thank you. Congrats for the nice job.
I guess I was afraid of "ruthless" DMs. But maybe then the problem is the DM, not the system... 😅
nothing for me. dice duells…
This looks like it's own game system. If it was presented as such, I would find it more interesting. But marketing it as a conversion is not a favorable move.
Most ttrpg players are dnd players. Trying to sell them on a different system would be more difficult than offering a "fix" that is actually a new system.
Disagree entirely.
My 5e group doesn’t want to swap systems. But hates combat.
Hmmm 🤔 wonder what to do? Oh yeah… THIS
Beautifully put together video, but not sure I find this remotely interesting.
This just looks like mid level PCs fighting goblins using higher level abilities.