Dungeons & Dragons vs Nimble
Compare Dungeons & Dragons and Nimble side by side. See differences in complexity, dice, genre, and more.
| Dungeons & Dragons | Nimble | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Tactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules | Tactical, Fast-Paced, Heroic, Combat-Heavy, Grid-Based, Character Building, Classic Fantasy, Beginner-Friendly, Strong GM Support, Low-Prep |
| Core Mechanic | Roll a d20 and add applicable modifiers to meet or beat a target number. Checks and saving throws use a Difficulty Class; attacks use Armor Class. Advantage or disadvantage means rolling two d20s and keeping the higher or lower result. | 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. |
| Dice | d20 | d20 |
| Complexity | High | Medium |
| Availability | Free core rules | Free quickstart |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | Creative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books | Nimble 3rd Party Creator License v2.0 |
| Third-Party Publishing | Commercial publishing allowed — Open license | Commercial publishing allowed — Creator license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Wizards of the Coast | Nimble Co. |
| Year | 2024 | 2025 |
| Languages | English, French, Italian, German, Spanish | English |
| Best For | Groups who want heroic fantasy campaigns with tactical combat and extensive character customization. | 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. |
| Highlights | Weapon Mastery adds effects such as pushing or slowing enemies to qualifying weapon attacks. Class and feat choices let characters develop different roles over twenty levels. Optional Bastions give characters home bases with facilities that produce benefits between adventures. | 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. |
| Considerations | Spells and class abilities have separate resource limits and timing rules. Higher-level magic can change travel and encounter assumptions that the DM must prepare for. Social encounters rely on ability checks and DM judgments about NPC attitudes. | Movement, 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. |