TTRPG Wiki

Compare tabletop RPG systems to find your next game

13th Age vs Nimble

Compare 13th Age and Nimble side by side. See differences in complexity, dice, genre, and more.

13th AgeNimble
GenreFantasyFantasy
TagsTactical, Strong GM Support, Heroic, Ascending ACTactical, Fast-Paced, Heroic, Combat-Heavy, Grid-Based, Character Building, Classic Fantasy, Beginner-Friendly, Strong GM Support, Low-Prep
Core MechanicRoll d20 + modifier vs. defense. The escalation die (a d6 that increases each combat round, adding to player attacks) builds momentum. One Unique Things and Icon Relationships tie characters to the setting and drive story.Skill checks and saves roll a d20 plus the relevant skill or stat against a DC. A natural 1 always fails and a natural 20 always succeeds. Attacks skip the to-hit roll: roll the attack's listed damage and deal the total. On most attacks, a 1 on the leftmost Primary Die misses and a maximum on that die explodes into a critical hit. Advantage and disadvantage add dice of the same type and drop the lowest or highest.
Diced20d20
ComplexityMediumMedium
AvailabilityPaidFree quickstart
Runnability5 of 5 book tools4 of 5 book tools
LicenseORC LicenseNimble 3rd Party Creator License v2.0
Third-Party PublishingNot yet researchedCommercial publishing allowed — Creator license
Summary only, not legal advice. Check current terms before publishing.
PublisherPelgrane PressNimble Co.
Year20252025
LanguagesEnglish, French, ItalianEnglish
Best ForGroups who love d20 fantasy combat but want more narrative freedom, improvisational play, and story-driven character connections baked into the mechanics.Groups who want class-based heroic fantasy with tactical grid fights and no separate to-hit roll. Also a good fit for a group whose GM is running a game for the first time.
HighlightsThe escalation die keeps combat moving. One Unique Things and Icon Relationships create narrative hooks. Streamlined monster design makes GM prep fast.Heroic Reactions such as Defend and Interpose normally cost one of a hero's three actions, so reacting on an enemy's turn leaves fewer actions for the hero's own turn. Assess spends an action on a skill check to ask the GM a question that must be answered honestly or to create an opening, bringing roleplay into combat turns. Legendary monsters act after each hero's turn and list HP per hero, so one boss scales to the size of the party.
ConsiderationsTightly coupled to its default setting through the Icon system, some classes have complex trigger systemsMovement, reach, and area effects are counted in grid spaces, so gridless play relies on one of the optional movement variants. Damage can swing widely because a single roll decides both whether an attack hits and how much it deals. Outside combat, social and exploration scenes run on skill checks and GM-built skill challenges rather than dedicated subsystems.