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.

















