Backed today! Small projects like this are always a joy to see succeed. The marketing paired with the fantastic artwork really pushed it over the top for me. I was planning on simply adopting the rule changes from v1, but this sort of thing is braincrack for me.
One thing I feel should happen in a world where classes exist, there should be understandings as to how the class propagates new members, how it evolved and how the existence of that class impacts society. So if you have mages, how do new mages emerge, what role do they play in society and how did mages come to be.
For the kid version of Nimble, or Nibble as someone in the comments suggested, I have a few thoughts. I would strongly advise against subclasses, the player should only need to focus on the type of character they wish to play. Subclasses would lead to confusion, particularly if they played a second character of the same class in another game. Classes should not be customizable. Each class should have defined abilities that aren't switchable. That way if a player chooses the same class in the next game, they will be able to use the same abilities that they already know. If the player wishes to have different abilities, they can choose another class. No level ups: Similar to my other concerns, a player who plays a higher level character in one game would likely be confused if they don't have access to the same abilities in the next game. Rewards should be commonly 1, possibly two use magic consumables. The items can be used once or twice and then they are consumed. Class Idea: Horseman. A class of character who rides a animal. This allows them to have double movement and the ability to shove or knock an enemy prone when they charge an enemy. The animal might have attacks like bite or kick and the character may not. This class the animal and the player have the same character sheet and move and act together, unless the player roleplays that they dismount. No opportunity attacks: Opportunity attacks are hard for adults or beginners to learn. Also tends to result in static combat where characters and monsters don't move which I think children will be disappointed with.
It would be cool if one of the goals included a free PDF version of the Nimble Ruleset, for smaller games it’s a great way to gain exposure. Maybe only include 4 core classes up to lvl 3? But I don’t run a business, just thinking of Shadowdark, Worlds Without Number and Mothership.
1:07:37 You may want to consider removing opportunity attacks, or any other similar "interrupt", from the game entirely. Reactions, like your Defend or Interpose, work with the flow of combat just fine because they don't disrupt or add anything new to the turn they are reacting on. Defend simply reduces the damage and Interpose just changes the target, no additional rolling required. When it comes to reactions like Opportunity Attacks, however, now your actually disrupting the flow of combat. You're basically saying, "Wait! Stop doing your thing, because I'm going to do my thing that I now have to roll for, then you can go back to doing your thing." Removing the attack roll in your system helps this problem, but doesn't eliminate it. It's disruptive and annoying. The juice isn't worth the squeeze, if you know what I mean. Just axe these kinds of reactions all together.
Feedback on the Commander class. I like the idea about Commanders having the ability to allow another character to cast non offense spells with Zephyr's strike. It increases the options and the players that play Commander and their party will enjoy the increased tactical decisions that non offensive spells allow. I would go further in giving the Commander options to inspire the other characters. I think the Commander should be able spend thier resources to give the other characters the ability to do certain actions like, dodge, disengage (with movement included to get out of melee range of opponent), medicine check, grapple. I was thinking movement, but upon more consideration I worry that may seriously reduce the occurrence of chase scenes. This could be balanced by having the Commander have to spend action points to give another character the movement action. Really exciting concept!
This is INCREDIBLE! I'm really eager to see what you guys have done with skills. In 5E they were not very well fleshed out. I wonder if Nimble gives us DC tables and rules to keep things moving at the table, as well as keeping DMs from having to do game design to figure out what skills actually DO. Keep up the great work!!!
Shadowmancer reminds of shadow lord from Solo Leveling with the shadow summons... Or the binder from heroes of shadow the book in 4th edition. It's really cool stuff. I hope the final art for the mage changes the old man is very cliche... Maybe a Elf
Potential for flavoring/structuring the shadowreaver (SR) - instead of getting their magic from their patron anymore, maybe the shadow minions are spirits that "haven't gotten the memo" and still are at the shadowreaver's beck and call, and therefore the SR can sac them and leech their magic to regain mana, so they get their magic at a trickle from these uninformed subordinates, since the fountain of magic from the patron has been shut off (gotta take advantage of the bureaucracy and boss around the little guys, they don't know your nametag doesn't work on the security door anymore, they'll hold the door open for you :) )
Coordinated strike sounds like a lot of fun! Pls don't make it a once per long rest kind of ability, it's sad to only get to do your cool thing once every 2-3 sessions :(
I don’t know if anyone else would like this idea and I heard Evan said in one of the videos that he prefers the A5 size. But would it be possible to do the A4 size and combine all 3 books into it?
Having 3 separate books is handier for use at the table. the GM can have/use the GM book, the players can look through the Hero and Rules rook if they wanted.
@@nimbleCo thank you! That makes a lot of sense. My players rarely reference books at the table so I guess I was thinking just for me lol Can’t wait to receive my copies and speed up combat!
Might need to have a mule/retainer card to carry stuff for you. I miss social class as a stat that reflect the inherent earnings of your wealth. (Traveller)
This system seems amazing, and I love the classes. Based on play-tests, how does the balance at higher levels seem? And do spell-casters become world-altering gods while martials still feel mundane?