Out of Character (OOC)
Be sure to read and follow the community guidelines.
Please introduce yourself here, if you like, and check out the quickstart rules or the YouTube video for an overview of Nimble.
I will start session zero tomorrow. =)
Attributes
| STR | +0 |
| DEX | +2 |
| INT | -1 |
| WILL | +2 |
| Initiative | +2 |
| ARMOR 5 | |
| HP 21 / (21) | Temp HP: 0 |
| Wounds 0 / 6 | Hit die: 2 of 2d8 |
| Rest | Roll |
| Catch Breath | 1d8 +0 |
Skills
| Arcana | -1 |
| Examination | -1 |
| Finesse | +2 |
| Influence | +2 |
| Insight | +3 |
| Lore | -1 |
| Might | +0 |
| Naturecraft | +4 |
| Perception | +3 |
| Stealth | +3 |
Equipment
| EQUIPMENT | Details |
| Shortbow | 1d6+DEX, 2 handed, Range 12 |
| Shortsword (x2) | 1d6+DEX, Light |
| Cheap Hides | Armor: 3+DEX |
Attacks
| EQUIPMENT | Roll |
| Shortbow | 1d6+2 |
| Shortbow (Advantage 1) | 2d6h1+2 |
| Shortbow (Disadvantage 1) | 2d6l1+2 |
| Shortbow (Incendiary) | 1d6+2+2d8 |
| Dagger | 1d4+2 |
| Shortsword (Advantage 2) | 3d6h1+2 |
| Shortsword (Advantage 1) | 2d6h1+2 |
| Shortsword | 1d6+2 |
Abilities
Notes
Notes
Notes
• Your quarry dies;
• You hit your quarry in melee; or
• You crit your quarry at range.
Unused charges are lost when combat ends.
Notes
Notes
Journal & Details
Level: 2
Inspiration: 0
Ancestry : Human
Background: Carpenter
@htech, I am excited to be able to adventure with you again!
@runekyndig, we've crossed paths before. Looking forward to working with you. As an aside, your character drawing is exquisite!
@kwll, I don't think I've had the pleasure of campaigning with you before. I'm glad that is changing 😊.
I try to get into my character's head when I game PbP, so if I say something that is insulting or rude, please forgive me AND point it out so that I don't repeat. Also, GM, please reach out to me if you feel my actions/roleplay are not forwarding the adventure as you envision. It's in all of our best interests to ensure YOU are having fun!
In D&D terms I would go with Tiefling and a criminal background to fit this Robin Hood / Figthing for the little guy theme
The mechanics will be different, as we'll be using them from the Nimble rulebook. Here are a few. More will be available during session zero, depending on your interest:
instead. You know Infernal if your INT is not nega-
tive.
PS: But an Entertainer background is ok. =) You dont need the Songweaver special abilities to sing/dance/tell stories.
That background would translate into an Advantage for some tests. And, of course, it would give you the lore/roleplaying reasons to represent yourself as a bard anyway. ;)
PS: But an Entertainer background is ok. =) You dont need the Songweaver special abilities to sing/dance/tell stories.
That background would translate into an Advantage for some tests. And, of course, it would give you the lore/roleplaying reasons to represent yourself as a bard anyway. ;)
Thanks!
| Stat | Mod | Save |
| STR | -1 | 2d20L1+ |
| DEX | 1 | 1d20+ |
| INT | 3 | 2d20H1+ |
| WILL | -1 | 1d20+ |
| ARMOR 3 | |
| HP 10 / (10) | Temp: 0 |
| Wounds 0 / 6 | Hit die: 1 of 1d6 |
| Situation | Roll |
| Initiative | 1d20+ |
| Catch Breath | 1d8+ |
| Skill | Ranks | Roll |
| Arcana | 0 | 1d20+ |
| Examination | 0 | 1d20+ |
| Finesse | 0 | 1d20+ |
| Influence | 0 | 1d20+ |
| Insight | 1 | 1d20+ |
| Lore | 0 | 1d20+ |
| Might | 0 | 1d20+ |
| Naturecraft | 2 | 1d20+ |
| Perception | 1 | 1d20+ |
| Stealth | 1 | 1d20+ |
| Total | - |
Equipment
| EQUIPMENT | Details |
| Staff | 1d8+STR, 2 handed |
| Adventurers garb | 2+ DEX armor |
Attacks
Advantage
| EQUIPMENT | Roll |
| Staff | d8-1 |
Journal & Details
Level: 1
Player’s notes
1. Choose 4 skill ranks
2. Submit the character for GM approval, and I’ll help you fill in the remaining fields and walk you through the available options.
If you have the rulebook, feel free to move ahead and complete the whole character. If not, no worries at all — I’m happy to help you through it step by step.
Also, regarding your style for text decoration, I try to use it in all games in which I partake, as I think it helps clarify a lot, although my red/green split may be different than yours, and sometimes I'll use another color if needed. Also, what I always do, is if I am delivberatly trying to whisper, or talk sotto voce, I will use cabin font. So if you see that, please assume I'm vocalizing, but trying to be discreet.
Also, regarding your style for text decoration, I try to use it in all games in which I partake, as I think it helps clarify a lot, although my red/green split may be different than yours, and sometimes I'll use another color if needed. Also, what I always do, is if I am delivberatly trying to whisper, or talk sotto voce, I will use cabin font. So if you see that, please assume I'm vocalizing, but trying to be discreet.
Start with the flavor and we can define the mechanics (what you will receive as a bonus/advantage) after that.
Right now you have 0 max Mana, so you can only cast cantrips — but you can cast all of them by spending just actions.
When you reach level 2, you’ll unlock your mana pool (equal to (INT × 3) + your level), and you will also gain access to tiered spells that do cost mana. I’ve placed a spoiler on your sheet so you can see what spells you’ll get then.
To represent what you learned during your apprenticeship, you can choose one of the following benefits:
- Learn one Utility Spell, taught to you by your mentor; or
- Gain advantage on Lore checks related to one specific field of study or creature type (for example: History, Geography, Undead, Fey, Ooze, etc.).
Let me know which option you prefer, and if you choose Lore, what your area of expertise is.
You start with a Staff, Adventurers garb, Camping Supplies (Bedroll, rations, simple tent), a book on Chromatic Dragons, a backpack, bottle of ink, a quill, parchment and a pouch with 25 gp.
Would you like to start with anything else you bought in Neverwinter?
Now you need an avatar for Igrem. Please submit something and let us know. =)
Your text to link here...
So, I will end session zero when appropriate and we will begin the published adventure =)
Just so we can manage our expectations, and because—at least in my case—Nimble is a new set of rules, but what is your method for giving XP. Do you award it on your own and inform us when we level? Is it only calculated/applied at logical "story breaks" or do you tally it per encounter? Do the characters require training/downtime or is it automatic? Thanks!
Just so we can manage our expectations, and because—at least in my case—Nimble is a new set of rules, but what is your method for giving XP. Do you award it on your own and inform us when we level? Is it only calculated/applied at logical "story breaks" or do you tally it per encounter? Do the characters require training/downtime or is it automatic? Thanks!
It is automatic, and we will use this OOC thread if you have any questions. =)
•HP Increase. Roll your Hit Die with advantage and increase your max HP by that much.
•More Endurance. Your Hit Die max increases by 1 (it is typically equal to your level).
•More Skilled. Gain 1 skill point. Additionally, you may move 1 point from one skill to another (as long as the skill points doesn’t become negative), reflecting your hero’s evolving expertise and priorities.
Note. The maximum bonus a skill can have is +12.
•Class Features. Gain new class features for your level. This may mean increasing your mana pool, new spells, or even selecting a subclass!
•Other Adjustments. If any of your base stats increase, remember to adjust other elements of your character sheet as needed (skills, damage, Initiative, armor, mana, languages, etc.).
More seriously, this is the second picture drawn for this character. The first one shows a hood, but then you don't see the character's face, so I went for this one.
[Single select]On a scale from 1-9, how plot/character focused do you feel this game is? Public
How well do you feel the 3 pillars are represented Multi Public
1) I don't have the rules book, so I'm going by the free quick play rules and whatever I have gleaned from video tutorials.
2) The nimbleness of the system does not really shine in play by post, where you have the time to look up abilities and have time for whatever. Nimble would certainly shine on the tabletop.
3) I do like some level of system mastery, knowing the rules and exploring the game within these rules. Without the rules at hand, and this being a rules-light system, I don't feel that I'm going to satisfy this particular side of my gaming preference.
What do you guys think, now we had some time to play with the system?
tl;dr, I like it. Again, that's probably because I do have the benefit of looking up the (simple) rules when I want, and because, at least for this character, I am more focused on RP/creative writing than I am hack & slash.
Edit And I must take this opportunity to express my appreciation for @htech as a GM. This is the second game of his in which I am participating, and I am in awe of his imagination and creativity, and really appreciate the detail he puts into responding to and dealing with each of the PCs in each party.
Kudos to the GM as well for his smooth mastering.
Just to clarify one point: the quickstart actually covers most of the content we’re using right now. What it really lacks compared to the full books is images, organization and more in-depth explanations for equipment, magic items and monsters. A lot of that extra detail is more relevant for GMs or higher-level play, so at our current level you’re not really missing core mechanics or the edge case rules — there are none. But I totally get that having the full context helps things click better, especially if you enjoy system mastery.
What I personally like about Nimble, so far, is how fast and smooth it is. Character creation is super quick, classes feel well balanced against each other, and I really enjoy the smaller, more focused spell list — it reminds me a bit of Dragonbane in that sense. Instead of hundreds of niche options, you get a tighter set of tools that are broadly useful and fun.
I also find it more tactical than it might look at first glance — things like positioning, cover, terrain, and teamwork do matter, just without a lot of mechanical overhead. And the three-action system is a big win for me: everything lives in the same framework, so we avoid the whole "action vs bonus action vs reaction vs free action" complexity spiral.
For PbP specifically, I actually feel like that simplicity still helps. Even if we can look things up and the dice roller can do the math for us, having fewer moving parts keeps turns flowing and reduces back-and-forth on edge cases.
Also worth mentioning: in pretty much every room and encounter I’ve been designing, there are opportunities for talking, subterfuge, or gaining tactical advantages in combat. They’re not always front-and-center, but they’re there. The main thing is that the party needs a bit of consensus to try those approaches instead of going straight into a standard fight.
So from my perspective, I’m still really enjoying Nimble and think it fits what I’m trying to run — but I also completely understand the preference for a system like PF2 with more depth to dig into. Happy to keep hearing thoughts as we go and adjust if needed.
Curious to hear what @kwll think too!
What do you guys think? 🤔
What do you guys think? 🤔
A Hunter would be great. =)
PS: I am unable to post today, will catch up tomorrow
But I am considering leaving this game. It's not due to my fellow players or GM! Not at all!
But I am fed up with the classic fantasy setting with nights, castles, dragons and the like. I play in 9 games, and 6 of them are in this kind of setting, and to be honest, I'm getting bored with it.
I'm going to drop out of half of these games or turn down my activity to a minimum.
But I am considering leaving this game. It's not due to my fellow players or GM! Not at all!
But I am fed up with the classic fantasy setting with nights, castles, dragons and the like. I play in 9 games, and 6 of them are in this kind of setting, and to be honest, I'm getting bored with it.
I'm going to drop out of half of these games or turn down my activity to a minimum.
Unfortunately, the classic fantasy setting is pretty central to this game and the published adventure, so it’s not something we can really change here. I do play and GM in other settings, though.
If you’re no longer having fun, please feel free to step away at any time—no need to wait. That said, if you’d prefer a more natural stopping point, wrapping up the goblin cave with Sildar and Redhawk or shortly after arriving in Phandalin would work well.
Either way, no hard feelings at all. You’re always welcome to apply to any of my games in the future 🙂
You should try Runequest! ;)
Thank you for introducing me to Nimble
Rolls
Test - (2d8, 2d6)
2d8 : (34) = 7
2d6 : (55) = 10
Test - (5d6, RA)
(412362) = 18
Test - (4d6+5d8, RA)
(2113) + (8754824) = 45
Secret Roll
Test DC10 - (1d20+2, RA)
(3) + 2 = 5
The dice rules look really fun. My question in the General thread was regarding can we create something like (Max(1d6, 1d4)). Only reason is that when dual-weilding different weapons in nimble, you roll both and take the higher. Advantage is simply that fact with identical dice. Not worth the complication; I can just roll them separately and hide the lower. Or I can use your sorted method and let you figure it our, oh exalted GM :P
That could be a feature request for a future Gamersplane version though. ;)
I have disabled the sorting.
When I disabled, it returned to the correct one. Consider this new roll, please.
Just when he's in a safe area - I don't want to mess with the resting economy when out on an adventure.
Looking forward to your post.
OK, it will have to be different rows, unless we get an answer here.
Rolls
Rapier v1 - (2d4+2, RA)
(12) + 2 = 5
Rapier v2 - (1d4+2, 1d4, RA)
1d4+2 : (43) + 2 = 9
1d4 : (2) = 2
Rapier v3a - (1d4+2, RA)
(43) + 2 = 9
Rapier v3b - (1d4)
(1) = 1
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
2d2 [ RA ]
(11) = 2
2d2 [ RA ]
(2211) = 6
2d2 [ RA ]
(211) = 4
2d2 [ RA ]
(21221) = 8
1d2, 1d2 [ RA ]
1d2 : (1) = 1
1d2 : (21) = 3
1d2, 1d2 [ RA ]
1d2 : (22222221) = 15
1d2 : (1) = 1
1d2, 1d2 [ RA ]
1d2 : (1) = 1
1d2 : (1) = 1
1d2, 1d2 [ RA ]
1d2 : (1) = 1
1d2 : (21) = 3
It’s not something I recommend, but I’m not against it, nor would I intentionally punish you all for splitting the party. Play-by-Post is one of the few formats where this can work—and work well. I have the time and willingness to handle two threads, if you’d like.
- I am usually not in favor of splitting the party, either because of old D&D habits and because I find it is less fun. But I won't actively fight against it if it is the consensus.
- I join my comrades in praising the way this latest combat was conducted, very entertaining. This can be extended to the game as a whole, which is of a rare quality.
- Avraham, you have all my sympathy. These are always difficult times.
Right now, it’s with Igrem and Boggart at the inn. It's by far the most valuable item...


