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Nimble vs Warhammer Fantasy Roleplay

Compare Nimble and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

NimbleWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleTactical, Heroic, Beginner-Friendly, Low-PrepCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll 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.
Diced20d100
ComplexityLowMedium
AccessibilityHighLow
RunnabilityLowHigh
LicenseProprietaryNo open license
Cost$$$$$
PublisherNimble Co.Cubicle 7
Year20252018
Best ForGroups 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.
HighlightsAttacks 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.
ConsiderationsFantasy-only with no genre flexibility, limited class options in basic rules (4 classes), grid play strongly encouragedThe 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.