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Hero Kids vs Nimble

Compare Hero Kids and Nimble side by side. See differences in complexity, dice, genre, and more.

Hero KidsNimble
GenreFantasyFantasy
TagsBeginner-Friendly, One-Shot Friendly, Grid-Based, Family-Friendly, Low-Prep, HeroicTactical, Fast-Paced, Heroic, Combat-Heavy, Grid-Based, Character Building, Classic Fantasy, Beginner-Friendly, Strong GM Support, Low-Prep
Core MechanicRoll d6 dice pool (pool size from hero card stats). Attacker's highest die vs. defender's highest die: equal or higher hits. Ability tests roll pool vs. target number (4/5/6).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.
Diced6 dice poold20
ComplexityVery LowMedium
AvailabilityPaidFree quickstart
Runnability3 of 5 book tools4 of 5 book tools
LicenseProprietaryNimble 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.
PublisherHero Forge GamesNimble Co.
Year20122025
LanguagesEnglishEnglish
Best ForParents introducing kids aged 4–10 to tabletop RPGs. Simple enough for young children, with grid combat and pre-made hero cards.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.
HighlightsGenuinely playable by young children, print-and-play hero cards and stand-ups, included introductory adventure, lots of expansion adventures availableHeroic 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.
ConsiderationsToo simple for older players, no character progression system, fantasy-only, requires printing materialsMovement, 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.