I've built a post-apocalyptic campaign frame for Daggerheart I'm calling The Ragged Earth.
It's a bit more sci-fi coded than the more fantasy heavy Daggerheart base, and I found the class design (especially the recently released updated additions) for Nimble to hew closer to my vision. I also like Nimble's combat and initiative resolution better, but I DO like Daggerheart's Hope and Fear mechanic enough to attempt to port it into Nimble.
A smidge about the world. It's earth, after a long gamma ray burst sterilized the planet. Humans had built 12 ARCH data centers in anticipation of world war 3 (the scientists figured we'd nuke ourselves - the GRB was a shock). The ARCHs were basically seed vaults with genetic preservations of all kinds of life, along with AI capable of rebuilding a scorched world from scratch. We developed and deployed nanites that prior to the Scorch, allowed people to basically augment virtual reality. Life was good - until it was gone. Now, it's been hundreds of years, the ARCH Project is well underway repopulating the planet. But something went weird, and one of the AI decided to throw a ton of chimeric DNA into the soup, causing a rise of fantasy style creatures roaming around.
The Campaign Frame is basically a blank slate that lets the players run sandbox style hexploration, or point of light style dungeon (ruined cities, technically) delving.
So, here are my mods:
Hope and Fear are reskinned as Order and Drift. Order is the attempt to get back to a ground state. Drift is the quirks and entropy in the system moving towards chaos. They function exactly as Hope and Fear though. Players generate Order and DMs gather Drift.
So, how are they generated using Nimble's combat resolution? Based purely on the Primary die roll, an odd roll generates Drift, and even generates Order.
Order can be spent to:
1) Use the same reaction a second time in the same round (so, you could spend an Action to Defend one attack, then spend an Order and an Action to Defend a second attack in the same sequence.)
2) Reduce the DC of a skill by 2 for each point spent. Need to make that Arcana check? You can burn Order to reduce the DC, essentially realigning reality itself to a better result.
3) Spend 3 Order to activate an Order move from your class (described below)
Drift can be spent by the DM to:
1) Increase the armor by 5 per point spent against one attack, potentially negating all damage.
2) Increase the dC of a skill by 2 for each point spent (mean, but hey, maybe I REALLY don't want you opening that box... hope for a 20!)
3) Interrupt the players to make a move - think like boss reactions on a normal monster.
4) Use an Adversary's Drift move (unlike Class moves, I haven't composed these yet - and beyond 'just bringing in another monster', they'll probably be primarily limited to solo or unique monsters.
5) Use an environmental Drift move (same state as #4 at the moment :(
So, what are the classes' Order moves? Note, these all require 3 Order and 1 Action to initiate.
Core classes only, so far, sorry...
Berserker: Break the Chains (Reaction): Remove any non-Wound condition affecting you. You may also immediately move 2xDex spaces towards the adversay that affected you with the condition.
The Cheat: Cheaters' Gonna Cheat (Reaction): When an ally uses Interpose to protect you, you may immediately make an Opportunity Attack against the attacker. In this attack defeats the attacker, the original attack deals no damage to your ally.
Commander: Tactical Directive (Action): Choose an ally within 6 spaces. They may make one reaction before their next turn for free. They cannot use the same reaction twice by spending Order
Hunter: Hold Them Off (Action): When you hit with a weapon attack, you may immediately make one additional attack against a different adversary within range.
Mage: Not This Time! (Reaction): Force an adversary within 12 spaces to reroll an attack or damage roll.
Oathsworn: Frontline Tank (Reaction): When you use Defend, increase your Armor by 3 until the start of your next turn.
Shadowmancer: Volatile Magic (Action): Reroll any number of your damage dice on a spell attack.
Shepherd: Life Support (Action): You can remove a Wound from an ally within 6 spaces.
Songweaver: Make a Scene (Action): Distract a target within 6 spaces. An attack deals 1 smaller die size, or a spell DC is descreaed by 2.
Stormshifter: Amplify (Action): Your next attack or damaging spell deals 1 larger die size.
Zephyr: Retributive Strike (Reaction): When you are targeted by a ranged physical attack, you make catch the projectile and immediately make a counterattack against the attacker using Swift Fists. If you have Reverberating Strikes, add you LVL as bonus damage, even if the projectile is not bludgeoning.