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What are your thoughts on Nimble? I liked what I've read so far, but it feels pretty basic when it comes to character creation. It does say it's 5e compatible, though, so I'm wondering how easy it actually is to bring over other 5e classes, both official and homebrew. There’s gotta be some point where the compatibility starts falling apart, whether it's classes, spells, feats, or other character options. Has anyone here actually tried mixing Nimble with 5e content? How much can you realistically bring over without having to rebuild everything?
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>>98883256
Never played, looks cool. Would play if given the chance.
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>>98883256
Its lazy game design
It uses the damage roll as the hit roll, with a 1 as a miss, and max damage as a crit.
Like comparing Starship Troopers to 316 Carnage Amongst the Stars
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>>98884672
>it has a damage roll
Kinda removes a tactical layer, doesn't it?
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>>98884672
>Its lazy game design
>It uses the damage roll as the hit roll, with a 1 as a miss, and max damage as a crit.
>Like comparing Starship Troopers to 316 Carnage Amongst the Stars
To me that's a bonus though. I hate rolling a d20 to hit. At lower levels you're just missing more often than hitting.
>>98884962
>Kinda removes a tactical layer, doesn't it?
In what way? That it removes the risk of missing when you use your attack action?
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>>98885055
In the way that damage is decided by a dice roll and not by an informed choice made by the attacker.
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>>98885258
Exactly, its lazy game design.
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>>98885290
Yeah, but I kinda wanted to discuss the shape of it, rather than just saying "it's bad it's lazy it's shit" and hiding the thread.
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>>98885314
Yeah, I agree. Its a shame modern game design removes the tactical layer. Doesn't feel like they tried to design a game that would be underrated.
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>>98885258
I don't understand how this is different from any other system where you roll damage?
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>>98883256
I don't trust any system where the cover image is an action shot of adventurers running towards an angry dragon. I've seen that exact same setup more than once for a cover image and it's weird how it keeps happening.
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>>98885460
something called "nimble" should have adventurers running away from the dragon
although then you would need to explain why doesn't every party call themselves the Joestar Five
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>>98885449
Maybe read the post chain to understand what was being discussed
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>>98885847
Which I did, but at this point I'm starting to think the complaint was just word salad and didn't actually mean anything.
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>>98883256
Nimble has a lot of interesting ideas marred by poor decisions in system design otherwise. The expedient attack rolls is nice for brevity, but lacks for punch so it feels flat. Classes have interesting identity, but the system is marred by a 20 level structure as opposed to a 10 level structure, so half of a Class' features feel dead past 10, making it hard to want to keep up with the game unless you're invested in the plot of a campaign. This is doubly shit because Class capstones are at level 20, so you may never see them depending. It does neat things with minor conditions where you can gain extra benefit from someone being smoldered, soaked, etc. But this mostly lies in the realm of spells, and spell design is terribly flat and plain in execution. Monsters each have a neat gimmick to them, but largely feel the same outside of this gimmick unless it's a "boss", which are given not only special activation behavior, but the bulk of the best design for enemies in the system. Skills and Races are effectively afterthoughts. I like what it does with Resting, Recovery and Downtime though, to the point I have liberally yoinked a good chunk of it for my homebrew.

I don't really recommend playing it past 10 at most, and even then you might not really like what you're experiencing enough to stick with it that long. It's a game I keep tabs on just to lift stuff from for other games more than anything.
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>>98885449
Other systems don't advertise themselves as "tactical" in their subtitles.
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>>98886129
>Classes have interesting identity, but the system is marred by a 20 level structure as opposed to a 10 level structure, so half of a Class' features feel dead past 10, making it hard to want to keep up with the game unless you're invested in the plot of a campaign. This is doubly shit because Class capstones are at level 20, so you may never see them depending.
Do you also feel the same about 5e classes? Most of my games never make it past level 10 anyway so I'm not really in that boat of worrying about it. I'm trying to get some friends to try Nimble out and I think I can do it by using either the WoW classes coming out or the FF14 homebrew stuff. I just worry that there's some math that I'm not aware of that make using those classes an issue.
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>>98888052
I don't think I've been party to a 5e game that's lasted long enough to have gone above like six or eight levels, so I can't comment on that really.
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>>98885449
Don't worry you're not missing anything other than that you're speaking to a couple of dipshit 5e fanboys.

Reducing the impact of chance on combat doesn't make the game "less tactical."
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>>98888095
5e isn't tactical in the slightest.
Having a damage roll doesn't reduce the impact of chance, either; it literally leaves the damage inflicted up to chance.
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>>98885258
This is why I prefer Apocalypse World for greater tactical choice. Set damages with known effects,
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>>98883256
I heard he likes thigh meat and doesn't care how young they are
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>>98893932
Nimble is a he?
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>>98883256
>How much can you realistically bring over without having to rebuild everything?
As it is, I already have to completely rebuild 5e if I want a game that engages me, so it's a crapshoot from the get-go in my case.
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