Monday, November 2, 2026

Nimble 5e: Second Edition?

I got a Nimble 5e update today:

Ok, so maybe it is Nimble: Second Edition…

I've fought it for as long as I can, but I think you all may be right. While I didn't intend on this "reprint" growing to become a full on Second Edition, enough changes and improvements have accumulated that I think… it does warrant the new title.

I never intended for this to become a Second Edition, but it has, and I want to do right by the community that has supported and encouraged me so much. Thank you all for your patience, your faith in this project, and your continued support. 

This game and company are so generous; we got updates on the upgrades to the remaster (now second edition) game's crowdfunding:

Free Upgrades

That said, this Kickstarter was pitched as a simple reprint and expansion. I set up the pledge tiers with the goal in mind that backers would not need to repurchase their existing books and I want to honor that. Existing backers have already been sent the updated digital files, but I wanted to go a bit further than that. 

For anyone who has backed the Expansion Boxed Set, you will be upgraded to the Complete Boxed Set for free. You'll get everything you originally pledged for, plus print copies of the Second Edition Core Rules, Game Master's Guide, and Core Heroes.

To not leave out anyone who backed the Complete Boxed Set or at the All In tier, I wanted to show my gratitude by giving you an extra copy of each of the Core and Expansion Heroes, so you can more easily have 2 of the same hero at your table without them needing to share as well as an extra copy of the Core Rules book for easier referencing at the table(and to keep their grubby mitts off your Special Edition books!).

Build Your Own Bundlers will get whatever single upgrade that is reasonably closest to what is listed above.

Wow. This is a very generous company with some amazing books. The game is great, too, and I can easily run all my 5E adventures with this "OSE-like" ruleset, which gives me what I need without all the fluff and distractions. Do I need generic magic items, monsters, and spells to fill a few missing parts to make it feel more like a traditional D&D game? Sure, why not? Grab the 5.1 SRD, and you've got it all.

What I love about Nimble 5e is that it is small. One box is not a shelf of books. Where A5E is three shelves and ToV is five, this is one small, OSE-sized box. If you have a printed SRD copy, that is more than enough to run a years-long campaign. The adventures I have for 5E take up a shelf, but the core Nimble 5E books are small, concise, and easy to understand and teach.

The one thing I love about Nimble 5E is that the math is locked into one fixed point in time and balance. Once, a level 5 D&D fighter doing 30 points of damage in a turn was great. These days, that's up to 80 points of damage or more in a turn - and it keeps going up as books are released. Old content now feels weak, and monsters are blown through easily. If you have ever played an MMO and felt the math was way out of control at low levels, this is what Wizards is doing to us with D&D.

It sucks.

Nimble? They did the math, locked it down, and everything scales and is balanced beautifully. Old adventures are still playable and provide challenge. I am not forced to buy the new "balanced for the current game" adventures that continue scaling hit points and turning the game into a high-numbers slog, and invalidating entire series of adventures and bestiaries.

People want to "defend 5E," but I will challenge them to tell me what they are defending. The original and balanced 2014 books? Good choice. The current game with the latest books? Not so fast. The fact that most people can't tell me what they are saying is their ideal game, or even define it, is a problem.

Nobody on D&D YouTube covers this outside a few optimizer channels.

The community is silent on the game's math and the MMO-like power increases we have seen. It is almost like they are afraid to cover this, since the only way out is to change games or stop using the new books that are many channels' bread-and-butter view sources. The Algorithm strikes again, and it is killing D&D's math and balance.

Where are you, people?

The math in modern D&D is out of control and scaling up to an insane degree. This will end with pleading for sanity and calls for a 6th Edition. The only way to fix it will be a reset, and that is by design. Wizards did this to both 3E and 4E, and TSR did it with 2E. The games were so broken and overpowered by the end of those editions that they became unplayable unless you limited books to the originals.

Nimble 5E?

The math is fixed in one place and won't change. Sanity is here, and it is in a few tiny books. This will be the last version of 5E I keep in my library, and I'll happily play Nimble 1E until my 2E books get here next year.

Thursday, October 29, 2026

The Worst Version of Yourself

There is a saying out there that the modern Internet makes you the worst version of yourself. I hear stories of YouTube creators who get pigeonholed into clickbait and outrage videos, and they are fundamentally unhappy because the Algorithm forces them to talk about the same thing day after day, or they lose the Algorithm's blessing and fall off people’s recommendations.

Creative content? Positive? Useful? Thoughtful?

Forget it. The Algorithm demands outrage, hate, narcissism, and the worst versions of ourselves to survive.

This is happening in gaming, too.

I am totally divorced from 5.5E just from the vibe of those books. They have zero to do with heroism. Look at the art in the 2024 Player’s Handbook: characters are rendered bright and flamboyant, often smiling or posing, with reviewers describing the overall effect as superhero-like or almost Fortnite-bright. The grit, dirt, fear, and hardship that used to sit on the page are largely gone. Adventurers look untouched by the world they are supposed to be risking themselves in. That is not wonder or discovery; it is a catalog of cool, self-reinforcing portraits.

The rules push in the same direction. The rules moved ability scores off species (formerly races) and onto backgrounds, so any species can optimize any class without friction. Species lost the cultural and mechanical packages that once gave them weight. Critics have called the result “humans with decorations.” The character sheet process removed traits, ideals, bonds, and flaws. The system declares identity up front and reinforces it, rather than earning it through sacrifice or discovery. Heroic Inspiration (the renamed Inspiration) lets you reroll any die after you see the result, and some class features hand it out on a schedule. Outcomes feel predetermined because the design goal was fewer decisions, smoother progression, and more consistent player power so characters can show off their abilities.

History, culture, and heritage—once huge selling points of a setting or game—are gone or made optional. The Player’s Handbook reframes orcs as nomadic explorers with family depictions rather than the classic threat; the new Monster Manual no longer gives them dedicated entries. Instead, the game intends for orcs, drow, and other humanoids to use generic NPC stat blocks. The Monster Manual condenses lore entries into shorter, more utilitarian blocks. Monsters become less interesting and more interchangeable stat blocks, leaving their uniqueness up to the DM to invent. The game is primarily designed to make its designers look good and to sell you the idea that if you aren’t playing D&D, you won’t look good either. Even the love of the game and hobby feels missing, and the entire presentation feels like a fast-food restaurant at a turnpike rest area. If you put “the worst of the hobby” into a set of rulebooks, they would be D&D 5.5E, as the game reflects the worst parts of ourselves: the self-centered reinforcement, the refusal of real stakes, the erasure of inherited texture, and the constant demand that you perform the current approved version of yourself.

I am buying another shelf-top Christmas tree this year and keeping it lit and on all the way until Christmas. Why? It is what my family did. What does this have to do with the previous part of this article? It is a statement of “I am who I am,” as Popeye used to say. This is me. This reflects my values. This breaks the Matrix. Every day, when I walk by and look at it, it tells me there used to be a better time in my life, and in gaming, too.

And I reject games that appeal to my worst nature. I can be better than this.

Why am I clicking on YouTube to inject anger into myself today, or learn how the latest optimization and rules expansion “totally breaks the game”? Why am I letting people I don’t know tell me I am running the game “all wrong” and that I'll fail unless I listen to them? YouTube is becoming a classic cesspool of toxic negativity designed to break down your self-confidence and personal experience. The Algorithm demands compliance and consumption.

I am done with it.

The games I have out? The ones with real memories behind them. Why would I hold my nose and play D&D 5.5E when I have things here my brother and I loved and played every week? It is a false replacement for what I can actually hold and touch. I have Palladium, Champions, GURPS, OSRIC, and a dozen other great games that still work and aren’t infected by marketing, Internet-ism, or corporatism.

Like my Christmas tree, those games are part of me.

And they reflect me saying “not anymore.”

I won’t be the worst version of myself anymore.

Wednesday, October 28, 2026

Off the Shelf: Nimble 5e and the Goodman Games 5E Books

As the rest of the 5E books head into the garage, these are the ones staying out.

I have been clearing shelves. The official 2014 and 2024 material is already boxed or going out; the third-party piles that never quite justified the space are next. What is left of “5E” on the wall has to earn its space by being the thing I will actually open when I want to run one of the adventures I already own. Nimble is the system. The Goodman Games 5E books are the adventures.

Nimble is a full game that still speaks 5E. Modules, monster books, and the adventures I already paid for still work. The core is short enough that I can read it again without budgeting an evening. Character options live in one Heroes book instead of a dozen. When I sit down, I don't manage a stack of class engines or hunt for the latest subclass PDF. I open the box, pick up the books, and start. Three actions instead of the action/bonus/reaction patchwork. You roll damage; a 1 misses, and a max hits. Armor reduces incoming damage instead of setting an Armor Class you have to beat. Four attributes, a mana pool, and classes that fit on two pages. None of it is revolutionary on its own. Together, they mean combat doesn't spend most of its minutes on the same roll-and-miss loop I had already decided wasn't worth the library.

Weaknesses? The "soft and roleplay" spells aren't present, but you can always pull them in as scrolls or rituals. Again, for those of us used to 4E, this isn't a problem, since that game minimized the "game-breaking" spells like reading minds, scrying, and detecting lies. If characters are supposed to be combat-focused, let them be combat-focused. These plot-breaking spells have always been an issue in D&D, and I am not sad to see them go.

Detect lies by using your wits and intuition. Charm someone by smooth-talking them. Spy on someone by sending the sneaky rogue. You have the roleplay skills to pull this off; make it an ability score roll, and stop looking for a spell to play the game for you. Sometimes I get tired of the "built-in BS" of D&D, and these spells are one of them, along with the institutionalized "anti-DM" use they introduce into the game.

A game that just focuses on adventure and combat? We have to figure out the problems ourselves? Roleplay still matters? Sign me up.

The Goodman Games books do the other half of the job. Fifth Edition Fantasy, the Original Adventures Reincarnated editions, and the Compendium of Dungeon Crawls volumes—these are the dungeon crawls and classic-style adventures that don't require me to manage a character-option wall before I can start. They work with the 5E rules I still know, and they work with Nimble. When I want to run something, I pull one of these, and the rest of the edition stays in storage.

I have said before that if the lore changes in 5.5E pushed me out, Nimble was one place I could go. That still holds. The practical version is simpler: when I want to run one of the 5E adventures I already have, I keep these books out. The rest of the edition is too much game for the nights I actually get. Too many books, too much time spent on builds and options that never reach the table, too much attention split away from the two games I already like more.

Nimble 5e feels like D&D 4E to me, a game my brother and I loved. We picked it up during a rough stretch and used the tactical fights as an escape: miniatures on the table, positions that mattered, and turns that felt like solving a puzzle together rather than waiting for the next miss. The three-action economy, the way armor reduces damage instead of setting an abstract target, and the emphasis on choices that actually change what happens in a round bring back some of that same tabletop-first energy, without the later-level HP slogs or the library that came with it. It isn't 4E, and it doesn't need to be, but the nights we spent moving figures and thinking about the fight still sit under the surface when I open the box.

It is not exactly 4E, but tactical and fast. It works with my 5E adventures. They won't go to waste. That is a win in my books, especially if the price is the tiny space one box takes up on a shelf. A small game commits far fewer sins than one that takes up an entire shelf.

That keep-test is winning right now. Small enough in practice that it doesn't compete with DCC or Palladium for limited table time, compatible enough that the adventures don't need rewriting or abandoning, and fast enough that 30 minutes of play doesn't require 90 minutes of setup. The rest of 5E can go into the garage. Nimble and the Goodman Games books stay out so I can still play the material I already own.

It is a choice not to let a few beloved books and adventures go to waste.

Small game, easy choice.

Tuesday, October 27, 2026

Video: How I Finally Left D&D - RPG Philosophy

An excellent video today on mindsets and how we see games. How we get stuck in a frame of mind and can't seem to escape a game or an assumption of what the hobby "is" to us.

Please watch all the way through, subscribe, and like! Positive content like this elevates the hobby, and it helps us grow as gamers.

This is really good stuff; check it out.

GURPS and Champions

Both games sit on the shelves right now, and both earned their spot. They come from the same stretch of years when many of us were done waiting for the next AD&D book to give us what we wanted. Point-buy, disadvantages, 3d6, tools instead of menus. GURPS and Champions (and the wider Hero System) still feel like they were built by people who expected you to finish the design work yourself.

They do not do the same job.

These were created in a special era of DIY roleplaying. Times were different back then, before the Internet and cell phones; days passed slower, and as kids, we could spend an afternoon poring over tables of numbers, adding columns, and using the scientific calculators our moms got us for school to play games with.

They were fun days, and I miss them.

GURPS is the better character builder. The skill list, the advantages and disadvantages, the way a person coheres around what they can actually do and what costs them something—that is still the strongest character system I have. You can dig in for an hour and walk away with a specific person. The setting books remain some of the best overviews out there. When I want gritty, low-fantasy, modern, historical, or just a solid simulation that doesn't break under its own weight, I pick up this game. It has never let me down. Two books still do most of what I need. The rest of GURPS is optional depth, not a requirement.

Champions is the better power builder. It focuses on effects, frameworks, and what makes a special being special. Skills exist, but they are secondary. The system assumes the interesting part of the character is the powers and the limitations that shape them. When the point of the game is high-magic, comic-book energy, or designing abilities that do exactly what you want (down to the area of effect or the trigger), this is the cleaner tool. It handles high fantasy and supers better than GURPS, and it stays coherent at those power levels. GURPS Supers holds up, but Champions was built for that job from the start.

If D&D 4 and 5E are all about powers, then Champions and Hero System can replace them directly. A game that is light on skills, all about powers, and depends on encounter math? That describes every version of D&D ever made, and Hero System was doing that before TSR went bankrupt.

If you see a hero as a person who also happens to have abilities, GURPS tends to win. If you see a hero as someone defined by what their powers do and how those powers interact with the world, Champions tends to win. Both assumptions are valid. Both systems reward the time you put into learning them. Both let you stop waiting for the next crowdfunded book to hand you a half-thought through subclass.

I still reach for GURPS when I want the character work to carry the night, or when the setting books already did half the research, or when I want something that feels reliable across almost any genre. I reach for Champions when the powers are the point of the exercise, and I want the freedom to build them without fighting the system. Low-powered, skill-heavy, interpersonal games still feel more natural in GURPS. High-powered, effects-heavy games still feel more natural in Champions. That is not a flaw in either design. That is why both still have a place.

They share the same era and a lot of the same DNA. Neither one asks you to accept that the designers already decided what a fighter or a mage is allowed to be. Both assume you will do the work. Both have the crunch reputation that comes with that assumption. And both, once you know them, make a lot of modern option-bloat feel unnecessary.

GURPS stays the game I can lose myself in for character design and solid play. Champions stays the specialist for when the special abilities are the center of the table. I enjoy them for different reasons. There is room for both.

Monday, October 26, 2026

Superhero Games

Modern gaming assumes everyone is a superhero, so there is no real reason to play a dedicated superhero game unless you are playing with licensed characters. But I am tired of the licensed IP heroes; they are too overused. We have seen them too many times, and there are zero stories left to tell with them.

Sorry, they're overused and have told every story in the X-Men and Avengers. The Justice League is a worn-out retread tire. Batman is Batman. Spider-Man will forever be a new hero. I don't even want to tell those stories in a roleplaying game. What is the point?

We should be reading about Spider-Man's grandkids' adventures these days, not Peter Parker's 50th reboot. Batman should be dead and buried, and an inspiration for Gotham's newest crime fighters. Same with the villains, and please stop with the cringy "Harley in every group" nonsense. Get rid of her, too.

Seriously, let these humans grow old and die. Replace them. Give me new heroes. Give me new stories. Give me new groups. And not self-inserts or lame characters, more about social media identity and ideology instead of heroism. I want heroes. Those who sacrifice. Those who give toward greater goods. Not self-centered heroes who sit on a couch, order takeout, and talk about their relationships.

I want villains, too. Despicable bad guys who hate society, and not reflections of people the writers don't like on social media. I want real, classic, heinous villains with powers who reflect humanity's seven deadly sins. Give me something biblical, literary, and important.

I have tried many superhero games, and they all failed me. Some only play with licensed characters, and they never change. Others are too lightweight and simplistic. Others are too complicated and simulation-heavy. Nothing touches Champions and Hero System.

Nothing.

Once I learn the system, I can do anything I can imagine. Also, while GURPS would work, Hero System is more focused on powers than skills. Hero System has too few skills, and while I first saw that as a weakness, I now see it as the game's focus and strength. If a game is laser-focused on powers, let it do that, and let's not have a skill list 300 entries long. I don't want a game focused on skills if it is focused on powers and designs.

Yes, the game is dense and requires mastery on both the player and game master side. But these are power tools for superhero roleplaying. Once you get basic competency and learn how the system works, you can do almost anything you can imagine.

The real benefit is that you can replace D&D 5E entirely and create unique, stylistic, power-based fantasy heroes who can do anything you can imagine. Nobody puts you on a level track; you aren't limited to designer-created subclasses, and you can develop any power you want based on your "power source."

If the game is only about powers, give me a game that lets me build anything I can imagine and set me free. This is a basic user versus power-user thing, and how sometimes it is better to start as the power user and save yourself the pain of buying books you later realize are limiting and just taking advantage of your wallet.

Yes, this is different and "not D&D," but who cares? If my necromancer has a death-ray laser finger and a "skull shield" that floats around him, you can't do that in D&D 5E. Maybe I want him to fly on "ghost boots." Go intangible and walk through walls. Summon a laughing skull as a floating attack minion.

Yes, that sounds like a supervillain. But he is unique; there will only be one, and no other necromancer in the world will follow that build. A high-level 5E character will be the same type of character, but stamped out by a prebuilt template. 

My character will be mine.

Someone else will have their own idea of what a necromancer is, and that character will be theirs. A "she-necromancer" may summon an army of skeletons and throw exploding skulls. She has a ghost form and a fear laugh. She is cool, too. Not a subclass build, and you don't need to buy a new book for her to have any of that - just my imagination.

Uniqueness is why you suffer through learning the Hero System.

Why do people go crazy for personal individuality, yet strictly adhere to character conformity?

Laziness over individuality, I guess.

What makes this game even better is the plethora of unique characters in the universe. They are all based on superheroic archetypes, but each is unique, fun, and not what I am tired of. I could kill them all off and start again. I can ignore them all and start with new ones. I am not obligated to have Superman and Captain America running around in my universe. There are no retcons. Characters can die and retire. Villains can be killed or locked away. New characters can appear, heroes and villains. Heroes can fall into infamy and become villains. Villains can redeem themselves and join the forces of good. Others can exist between them, and who knows which side they are on, probably only in it for themselves.

If I ever include IP characters in my game, they will all be just as vulnerable, just as expendable, falling to villainy, or passing the torch.

Sunday, October 25, 2026

OSRIC 3: Rediscovering the Game

I was doing a few battles between a level one, level two, and level three party against 1-3 HD creatures, and wow, is this a good game. Taking damage means something! There are no easy rests, so every choice is hard. If I take damage, do I spend a healing spell I may need later for comfort? Or do I save and push forward a bit banged up, but still within my comfort zone to keep going?

Institutionalized resting is one of the worst rule additions we have ever seen in the game's history.

D&D 3 started pushing the video-game mentality hard into the game, with players treating every adventure as a CRPG, where they feel they could "go back to town" every 15 minutes to refresh resources for the next encounter. Adventure writers never pushed the idea that "you get one chance" in the adventure, or that the monsters get reinforcements, ambush the party on the way back, flee, or kill the captives they were trying to rescue.

The game's acceptance of risk-averse behavior destroyed D&D's heart and soul.

So they introduced institutionalized resting into the rules, using hit dice as a resting resource to encourage parties to "stay in the dungeon" and "avoid going back to town." What was already a terrible assumption- that D&D is a tabletop video game- started killing the game. D&D got more and more like a video game, with infinite-use MMO spells that made casters "shooty" and made all the classes feel like MMO counterparts. Rogues became "DPS classes" and "everyone got healing."

Going back to OSRIC, I see the original game again. Your fighter is down to 16 HP from 20, and you are accepting the risk of going into the next room with a wounded frontline fighter. Your magic user has two of three spells left. Your cleric still has healing. Your thief took 2 HP of damage and is down to 10 HP. Your archer is down 5 arrows from 20. Of the 700 coins your party can carry, you have 150sp, which doesn't really pay the bills.

You look at those resources and decide you can push further. In some cases, like a rescue, you must push further, or the townspeople will be sacrificed to the frog god. You have a time limit. The road here is dangerous, with encounters along the way. You don't want the froglings to reinforce the entrance and trap you in the halls on the second foray. You have surprise and initiative, and coming back tomorrow means the fights get harder against a prepared enemy with traps, allies, outside patrols, and poisoned weapons.

While they're surprised, keep pushing the attack.

You look at your party's state again and wonder if you'll get out of here alive.

The elimination, simplification, and abstraction of resource management removed all of the tension and challenge from the game. You no longer need to be a "smart poker player" at the table to judge odds; D&D 5E flat-out tells you the party should "win all encounters." There are no losers. There is no risk. There is no danger. There is no tension. Gold means nothing.

There is no reason to play the game.

It is all self-centered "story gaming" and fake reasons to engage with the narrative. The world doesn't care and doesn't matter; it is a backdrop for your interpersonal drama. Like players on an "RP server" in an MMO who never challenge themselves or play the game, the world just sits there as a backdrop for their stories. That is fine, and they have the right, but it gets boring and pointless once nobody plays anymore. D&D 5E has institutionalized the story-game mentality, and all those monsters and treasures really don't matter. Your powers don't matter.

The rules say "everyone wins" and "you should be able to safely have X encounters in a day."

Build optimization is not D&D.

The truth is, I can roleplay only using a ham sandwich. I don't need a 16-page printed 5E character sheet to roleplay and tell stories. All those special powers and action economy choices slow the game down and distract from the core gameplay loop. When we sat down to play, we made no build decisions or turn optimizations within an action economy, and all decisions stayed in the game, live, as we played. Press forward or retreat? What is the cost? Can we go a little longer? Do we take this fight? How do I spend these limited resources?

And my OSRIC classes"do more" than a comparable 5E version. If I pick a ranger in OSRIC, I am the same ranger I am in 5E, but the game is easier to play. If "something comes up that a ranger should know how to do," like setting a trap or building a shelter, I ask my referee, and my referee lets me do it. That does not need to be a subclass ability, a feat, or written into the rules. Today's games tell you if it is not in the book, you can't do it. In OSRIC, you are what you are. In 5E, you are what the rules allow you to be.

In 1E, we used our brains and this thing called imagination, and we worked it out.

The party weighs risk versus reward.

No MMO mechanics institutionalize bad behavior.

Character sheets are simple, and the classes are iconic.

The game feels real again.