Nimble v2 is Coming: Here’s What is New

Nimble v2 is Coming: Here’s What is New

Hey, Evan here!

We’re just a few short weeks away from the launch of the Nimble v2 rules. The v1 modular ruleset for 5e launched last year and almost immediately I began receiving requests to make it into its own system. So I did!

If you haven’t signed up to be notified when the project launches, you can totally do that right here.

What’s new? (30,000 ft overview)

  • The core rules have been streamlined & improved even further while still maintaining its 5e compatibility (more details below)

  • 11 New Classes (and 22+ subclasses) have been created to better take advantage of the Nimble core rules (guys, I can’t tell you how much I LOVE these. super flavorful and customizable without being fiddly or slow to play).

  • Dozens of New Spells (tactically interesting ones and no more save-or-suck fun ruining spells) YOU CAN TURN INTO A DRAGON.

  • New Magical Items (interesting ones the GM will LOVE to hand out. Couple of my current favorites: The Sword of Many Hands and Glacier in a Bottle. Yes, they do exactly what you think).

  • A New Adventure, specifically designed to get people playing quickly and smoothly (and created by veteran designer Josiah Moore, Stanley Nesbitt, and myself). It will teach the rules as you play instead of needing to slog through hundreds of pages of rules text. Teaching new GMs and players and growing the hobby is a big passion of mine, and removing as many barriers to that happening is HUGE.

When’s it launching? Cost? What’s included?

  • I’m currently planning on launching in less than 4 weeks (July 23rd or 24th)!

  • I want it to be affordable for as many people to play as possible. You’ll see no $500 or $700 tiers here like other kickstarters. The most expensive premium boxed set tier (yeah, I’m doing a boxed set!! with a set of 3 hardback books, ~100 cards, a DM screen, and other goodies) is probably going to be around $100. Possibly just $90 if I can swing it. There will be a more affordable print tier with softcover books around half that price, and a 3rd digital tier for around half that. I’m super interested to hear your thoughts about the pricing & what’s included (just leave a comment).

If you already have the v1 rules, here’s some of the detailed updates:

  • Since it is now it’s own RPG, much of the cruft that has accumulated around D&D has been cleaned up: eliminated derived stats. Just the modifier or stat bonus is used now.

  • Many words have been tweak and streamlined for clarity: Saving Throws are just “Saves” simpler, better.

  • “Armor Class” is just Armor. Block/Dodge is now simply Defend. Main Attributes are simply “Stats.” “Difficulty Class” is still abbreviated DC but uses a more straightforward term “Difficulty Check” as the name instead. “Class” is what sort of hero you are, we should avoid confusion whenever possible.

  • Action Points (AP) are now just “Actions”. It’s less “jargony.” You get 3 actions, use em how you like.

  • Spell Levels are called spell Tiers. Many a new player has been confused by these kinds of terms reused inappropriately. “Level” is an indicator of how strong a hero is.

  • PC or player character is now “Hero.” Feel free to call them PCs still if you like, but for many, the fewer acronyms and obscure terms used the easier it is to pick up and play.

  • Proficiency Bonus is no more (though each class will still have proficiency in different armor or weapon types to protect class identity).

  • For monsters, “Light Armor” is now “unarmored” or “none” It more quickly indicates what it does (nothing).

  • Monster Stat blocks are streamlined and easier to run on the fly.

  • Conditions simplified and streamlined (we’ve got enough to keep track of without having to remember and track a bunch of fiddly conditions)

  • New SUPER easy rules for very small (1-2 players) or very large groups (7+ players).

  • Better surprise rules.

  • Dual wielding, rather than making another attack (costing more time and game actions at the table), advantage is granted in the first attack each round instead. Abilities and weapons have been balanced around this change.

  • Legendary monsters that are truly legendary. They act after EACH player’s turn, making them much more interesting strategically to fight against and better balanced across a variety of party sizes (less work for the GM to adjust on the fly).

  • Concentrations checks are made only when crit.

  • “Intimidation“ skill changed to “Might” it still includes threats of physical violence, but also includes other feats of strength - smashing through barriers, climbing, throwing, etc. Giving more utility outside of combat to STR based classes.

  • New retreat rules – helps the GM not worry about every encounter being “level appropriate” (very interested in your thoughts on this, btw)

  • Minions - must be dealt damage equal to their die size rather than ANY damage. This shouldn’t make them more difficult to kill, but does fix the ability to “cheese” them and kill them too easily (ie: 1 Magic Missile killing 3 minions).

  • Saves: A strong Berserker shouldn’t be just 10% more likely to make a STR save than a frail Mage, they should be FAR more likely, and vice verse for WILL saves and mages. They should reliably be expected to do the thing they’re best at and the thing they’re worst at should be more challenging. Each class now has 1 Advantaged Save, 1 Disadvantaged Save. Built in strengths and weaknesses keep the fantasy strong and protects the class identities better (In light of that, the save to attack or cast spells while dying is down from DC 12 to DC 10—easier to remember too).

That’s about it. Eager to hear your thoughts and questions.

If you haven’t signed up to be notified when the project launches, you can totally do that right here.

 

<3 you guys,

-Evan @ Nimble Co.

 

P.S. Next week, I’ll begin some more in depth previews. Let me know what you’re most interested in seeing or hearing about (just leave a comment). Here’s some new art for the Nimble barbarian: the Berserker!

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