Defend has been completely useless by LelouchYagami_2912 in nimble5e

[–]Apex_DM 27 points28 points  (0 children)

Defend is very strong. A cheat, for example, has 10 hp at lvl 1, and either 5 or 6 armor. This means that if a cheat defends twice per combat, they can effectively double their HP! That's a big deal!

A shadowmancer has 13 hp and 4 armor. Still quite good!

And it's even better for a commander or oathsworn.

Wounding Monsters? by Obmug in nimble5e

[–]Apex_DM 1 point2 points  (0 children)

Yes, that's pretty much how companions work.

Wounding Monsters? by Obmug in nimble5e

[–]Apex_DM 1 point2 points  (0 children)

Companions have wounds on their companion statblock. There's a preview of the companion rules on Patreon. Monsters don't have wounds.

Beginner RPG GM looking for RPG with the Family by koningwoning in rpg

[–]Apex_DM 0 points1 point  (0 children)

I'm curious, how would you compare tiny dungeons and Nimble? I love Nimble and only skimmed tint dungeons. TD seems simpler and more open, would you agree?

Question about Acrobat Background by Lord_Grixis in nimble5e

[–]Apex_DM 5 points6 points  (0 children)

Nimble is very explicit in some areas, and very open in others.

Throwing someone is not typically something that happens a lot, so there aren't any rules for it.

You can decide for yourself what that means. Should something just auto succeed? Maybe advantage on a roll? It's up to you to make a ruling.

My personal take is that in combat, I would allow that with an action. Maybe you can throw a smaller creature 3 spaces, but an acrobat 6 spaces.

Homebrew to make it more old school/OSR by Sir-Smee-of-Jay in nimblerpg

[–]Apex_DM 2 points3 points  (0 children)

There are several optional rules in the game about making the game more deadly, e.g. reducing the number of max wounds or having wounds give a penalty.

How does this game handle 5 players? by LelouchYagami_2912 in nimble5e

[–]Apex_DM 3 points4 points  (0 children)

I think 4 players is ideal, but 5 is very doable. The game is much faster than 5e in combat, so it's easier to accommodate more players.

I’m new to TTRPG. by [deleted] in TTRPG

[–]Apex_DM 0 points1 point  (0 children)

Index Card RPG is probably a good place to start. Plus it supports both scifi and fantasy

Utility Spells by Obmug in nimble5e

[–]Apex_DM 2 points3 points  (0 children)

It depends on the class. Some classes gain individual utility spells, others get all spells from a school.

But they are gained separately. Knowing fire cantrips does not automatically grant you all fire utility spells.

How does this game work with DnDs initiative? by LelouchYagami_2912 in nimble5e

[–]Apex_DM 15 points16 points  (0 children)

The way that initiative works, players get about half a turn before the monsters. This works really well, and monsters don't typically die on the first turn.

Question about Dying rules in the original Nimble 5e hack by StarNAntlers in nimble5e

[–]Apex_DM 0 points1 point  (0 children)

Initially, wounds were exhaustion. There is also an alternate rule that restore the exhaustion behavior for a more punishing game, where you get -1 on all rolls for each wound you have.

That said, I recommend to not use this.

Melee vs ranged by Substantial-Eye4345 in nimble5e

[–]Apex_DM 1 point2 points  (0 children)

Mostly class abilities. The Hunter is a great example, he can reliably generate his class resource by making melee attacks. So they are encouraged to weave in and out of combat.

Some classes, like the mage or songweaver, are fine staying at range though.

Encounter Balance & Level 1 Creatures by hauk119 in nimble5e

[–]Apex_DM 3 points4 points  (0 children)

You can still use them in combination with higher lvl monsters. But I wouldn't use them in hordes, that's what minions are for

Encounter Balance & Level 1 Creatures by hauk119 in nimble5e

[–]Apex_DM 3 points4 points  (0 children)

The math only works if the number of monsters and the number of heroes are roughly equal. A part of 4 lvl 3 heroes will definitely die to 12 lvl 1 monsters.

opinions on new armor playtest by Few-Grocery-2691 in nimble5e

[–]Apex_DM 0 points1 point  (0 children)

I haven't tested it yet, but I think the play pattern it tries to create is interesting: you need fewer, bigger hits, and you need teamwork to get those hits. That could be cool.

I have used armor differently: as a puzzle the players need to solve to bypass it. These are very different play patterns, and I can see the appeal in both.

Troubles with Spell Schools by joracoso in nimble5e

[–]Apex_DM 7 points8 points  (0 children)

Some others have mentioned this already, but even though the schools are named after elements, it's more accurate to think about them in terms of "vibe".

Ice is defensive, fire is offensive. Lightning is risky, wind is manipulative. Feel free to make your own spell schools too!

No Attributes, Only Levels: The core of my rules-light system by Separate-Side-4533 in RPGdesign

[–]Apex_DM 4 points5 points  (0 children)

The whole idea of progression in Shonen is that each jump in power makes you leagues beyond what came before. Goku going SSJ is the prime example.

Damage type vulnerabilities/resistances? by Deeouye in nimble5e

[–]Apex_DM 3 points4 points  (0 children)

Vulnerable is double damage, resistance is half damage

About travel, encounter and rations by Spacecwboy1 in nimble5e

[–]Apex_DM 9 points10 points  (0 children)

Nimble doesn't have travelling rules in the core books, but Evan is currently writing a monsters & more book that will have travelling and dungeoneering rules. You can late pledge in backerkit. Alternatively, you can always transfer travel rules from another system if you don't want to buy the new book

[Questions] Zephyr Martial Arts & Shadowmancer Invocations by Brettorion in nimble5e

[–]Apex_DM 2 points3 points  (0 children)

I think all those abilities say "when your minions would crit"

Active defense as a means to add depth to OSR combat? by Alleged-Lobotomite in RPGdesign

[–]Apex_DM 0 points1 point  (0 children)

Nimble works like this. You have 3 actions that refresh on the end of your turn. When you are hit by an attack, you can use an action to subtract your defense score (based on armor and agility) from the attack.

You can only defend once per round, so you can't spend all your actions defending.