The core rulebook is impossibly thin. I pick it up, and the first thought that comes into my head is, "Is this a game?" It feels more like a mod for a full version of 5E than a full game, like the book is meant to use "with" an established game as a rules hack.
But it isn't.
This is actually a full game. The core rulebook is 58 pages, and very concise. Granted, you pull in a lot of the "how to play" stuff from other games, and a lot of that fluff isn't needed here. In fact, I prefer a game that keeps the "how to play" section light and doesn't tell you too much; many games go overboard in this area and end up helping you plan what snacks to bring. Also, there are so many "self-help" books on D&D on Amazon, and so many YouTube videos on the subject that there is no lack of information on how to play a role-playing game. There may be too much information, and most of it is bad.
In fact, the lack of "how to play" information in the original role-playing games helped develop many of the "OSR tropes" we use today, since many of them were never written down back then. There is an argument to make that "how you play is the right way" and to stop micro-managing gamers who are smart enough to figure this out for themselves. Who knows, maybe the "new tropes" could have been built without all this "how to play" advice, and we are missing out on something?
But at first glance, Nimble 5e feels too small to be a real game, yet it is. The "core rules" of Old School Essentials (minus the classes and spells) are about 60-70 pages long, so it is of a similar length; just the rules needed for in-game play are not all that long in most games. OSE also has a lot of "old school procedures" built in, so it is about 10 pages longer due to the OSR standards for travel, exploration, hiring, and so on. The character's book in Nimble 5e is the primary source of information, and the two books are wisely split so as not to force people to fight over books when referencing class abilities versus game rules.
5E can't be this compact, can it? Shadowdark proves it can be, and the core rules of that game are only about 10-12 pages, last I checked. 5E does not have to be the game that takes up a shelf. It can be small, tight, focused, and just as expressive as a set of rules the size of a set of encyclopedias. All it takes is a better design team and a company that does not pay by the word.
Design matters. Concise rules are a highly desirable feature. We can demand better.
One of the issues with the core set is a two-subclass limit to the core classes, but that should improve with the expansion and the subclass additions in the zines. The monsters are being massively expanded, too, and that is a welcome change. All the standard fantasy tropes are here, plus a bunch of expansion roles, races, and modern fantasy standards. This is more of a modern fantasy game where "anything goes," but that is the current state of fantasy: random shapes gather with random roles, and everyone figures out a way. Classic fantasy has more established roles: tanks, healers, damage, rogues, and so on.
Tales of the Valiant is still an excellent "companion game" for Nimble 5e. Anything Nimble needs, monsters, magic items, spells for rare scrolls, potions, gear, and other random bits, ToV can fill in. Adventures can be pulled from any 5E source, but Kobold Press also publishes excellent adventures that directly port into Nimble, and that modern adventuring feel is present here.
Nimble needing other games is what made me think Nimble isn't a full game, but as time goes on, Nimble gets better and better, and these things get filled in and Nimble-ized. Magic items, potions, runes, and unique spell scrolls, I would love to see come next. Having 200+ monsters fills in a huge gap in the game.
ToV is excellent on its own, but it is still "full 5E." Nimble is something else entirely, not rules-light, but rules-fast. I like systems that get out of the way of my imagination and character sheets that are not 12 pages long. Nimble can do everything ToV does, but with an open 3-action system that encourages fast and imaginative play. If I want to play "adventure heroes," I will reach for Nimble before I do a full 5E implementation, just because 5E is too much game in most cases, designed with a clumsy mix of modern storytelling and old-school sensibilities that don't always work great together.
Nimble? The closest we are getting to OSE in 5E outside of Shadowdark, without the grimdark.
If you want the gritty old-school feeling, play Shadowdark.
If you want that freewheeling, anything goes feeling, play Nimble.
With these two games, there is very little reason to pick up a slow-playing, big-book version of 5E ever again. Why am I wasting time and money on online character creation tools and printing out character sheets dozens of pages long? If I can get the same experience from a single-page character sheet, that is what I have always wanted from a 5E game, so I will play that.
Nimble started as a 5E mod, but it slowly became its own thing and remains side-grade-compatible with everything in 5E, which is a very smart move. Nimble feels like the BX version of 5E, moddable, easier to play, faster, and far less complicated than the original game, but that simplicity is freedom and expressiveness to try new things, focus on stories, and break away from the chains of rules and limited, pedantic action types limiting your ideas and playstyle.
5E's action economy sucks, and telling players, "you can't do that cool thing because of this rule," kills the game for many. D&D 5E's action types mutated into a horrible, terrible, slow, and confusing game, and it never should have been that way. They redid the game in 2024 with 5.5E and never fixed the worst part of the game. The broken D&D action economy is the first thing Pathfinder 2E fixed, and there is a reason for that.
In Nimble 5e? Three actions. Have fun. This is the way it should be.
The fact that Nimble is math-compatible with 5E and that monsters can be ported directly is a huge help. This means we get all the 5E adventures directly usable with the new rules. Nimble looks at piles of 5E rulebooks, shrugs its shoulders, and smiles, saying, "Come play this with me and stop slogging through endless rules and incompatible action types."
Why am I spending my time in an online-only character sheet program and being forced to buy digital books to access character features? Why am I buying books twice to play the game? Why am I being forced to play on VTTs? Why do I have to care about the difference between standard actions and bonus actions, and what can and can't be done with either?
Again, everything I dislike about 5E is fixed in Nimble. I can just play. I am not bogged down in rules or character sheets. Part of why I like Numble 5e so much is the parts I dislike about full 5E. I have to stop myself; every time I talk about why I like Nimble, I begin talking about how I dislike 5E.
It is a vicious cycle. If all you see Nimble as is "how much you hate 5E," then yes, Nimble is not a "real" game to you. The only thing that defines it in your eyes is your dislike of another game. Nimble is its own thing, worthy of standing on its own without 5E hanging over its shoulder constantly.
Nimble is what 2024 D&D should have been. This is the superheroic fantasy version of 5E, like Shadowdark is the old-school version.
Stepping back and looking at Nimble, how I look at Shadowdark, then, yes, Nimble 5e is a "real" game for me.
And a really good one.




















