Nimble vs Warhammer Fantasy Roleplay
Compare Nimble and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Nimble | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Tactical, Heroic, Beginner-Friendly, Low-Prep | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Roll d20 + stat for skill checks/saves vs. DC; attacks roll weapon dice directly for damage (1 on Primary Die = miss). Initiative roll determines starting actions (1-3). Heroes get 3 actions per turn with exploding critical hits. | Roll d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests. |
| Dice | d20 | d100 |
| Complexity | Low | Medium |
| Accessibility | High | Low |
| Runnability | Low | High |
| License | Proprietary | No open license |
| Cost | $$ | $$$ |
| Publisher | Nimble Co. | Cubicle 7 |
| Year | 2025 | 2018 |
| Best For | Groups who love tactical grid combat but want faster sessions, less prep, and more teamwork: a streamlined alternative to D&D that keeps the crunch where it matters. | Groups who want dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter. |
| Highlights | Attacks roll weapon dice straight for damage with no separate to-hit step, so each attack resolves in a single roll. A three-action turn economy gives every character multiple meaningful choices each round rather than one move-and-attack. Heroic Reactions let players spend resources to act on allies' turns, rewarding coordinated team play. | The career system structures advancement around trades, moving a character through jobs that shape both skills and story. Success Levels measure how far a d100 test beats or misses its target, turning every roll into a degree of result. Advantage accumulates during a fight, rewarding momentum with stacking bonuses to attack tests. |
| Considerations | Fantasy-only with no genre flexibility, limited class options in basic rules (4 classes), grid play strongly encouraged | The rules assume the Old World setting, so moving WFRP elsewhere means reworking its careers and tone. Comparing tens digits for Success Levels on every test adds a math step that can slow combat. Advancement is career-gated, so a character often must finish or leave a career before branching into new skills. |