Nimble vs Tiny Supers
Compare Nimble and Tiny Supers side by side. See differences in complexity, dice, genre, and more.
| Nimble | Tiny Supers | |
|---|---|---|
| Genre | Fantasy | Superhero, Modern, Sci-Fi |
| Tags | Tactical, Fast-Paced, Heroic, Combat-Heavy, Grid-Based, Character Building, Classic Fantasy, Beginner-Friendly, Strong GM Support, Low-Prep | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep |
| Core Mechanic | 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. | Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence. |
| Dice | d20 | d6 dice pool |
| Complexity | Medium | Low |
| Availability | Free quickstart | Paid |
| Runnability | 4 of 5 book tools | 1 of 5 book tools |
| License | Nimble 3rd Party Creator License v2.0 | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Creator license | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Nimble Co. | Gallant Knight Games |
| Year | 2025 | 2019 |
| Languages | English | English, Spanish |
| Best For | 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. | Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings. |
| Highlights | 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. | Tiered Power Traits let the same ability grow in potency without a separate point-buy system. Two-action combat makes Focus and Evade compete with movement and attacks. The GallantVerse and eight micro-verses supply campaign frames for city teams, cosmic defenders, and teen heroes. |
| Considerations | 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. | The game assigns uncovered situations to consistent GM rulings rather than detailed procedures. Power concepts outside the fixed trait list depend on reskinning or GM-created effects. Advancement is optional and offers a small menu of upgrades. |