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City of Amber vs Dungeons & Dragons

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City of AmberDungeons & Dragons
GenreFantasy, HorrorFantasy
TagsUrban Fantasy, Rules-Light, Career-Based, Investigation, Mystery, Noir, Atmospheric, Roll to Cast, Deadly, One-Shot FriendlyTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules
Core MechanicRoll d100 (2d10: one die chosen as the tens, the other as the ones) and try to roll under one of four Stats: Vitality, Willpower, Agility, or Cunning. Skills, situational advantages, or assists let the player roll twice and take the better result; disadvantages take the worse. Three Saves (Fear, Magic, Body) resolve the same way. Failed rolls, entering combat, and casting spells each add Stress; reaching 10+ Stress drains Vitality or Willpower and adds a Consequence, and a critical Save failure forces a Panic check against current Stress.Roll a d20 and add applicable modifiers to meet or beat a target number. Checks and saving throws use a Difficulty Class; attacks use Armor Class. Advantage or disadvantage means rolling two d20s and keeping the higher or lower result.
Diced100d20
ComplexityLowHigh
AccessibilityMediumVery High
RunnabilityLowVery High
LicenseAll rights reservedCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books
Third-Party PublishingNot yet researchedCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
Cost$Free
PublisherChrome Dog GamesWizards of the Coast
Year20262024
LanguagesEnglishEnglish, French, Italian, German, Spanish
Best ForGroups who want a 1940s urban fantasy with horror undertones, where ordinary New Yorkers awaken to a hidden city of orcs, fey, and shades and pierce the illusion that keeps everyone else asleep. Built for one-shots and short campaigns driven by investigation, magical awakening, and dread.Groups who want heroic fantasy campaigns with tactical combat and extensive character customization.
HighlightsAmber level (1–10) is a double-edged progression: rising levels unlock new perceptions and career abilities (eventually including the power to command Grays), but falling to 0 reverts a character to a mindless Gray and hitting 10 retires them from play permanently. The Stress/Panic/Consequence cascade is the mechanical heart of the horror: failed rolls and entering combat each add Stress, hitting 10+ drains Stats and locks in a long-term Consequence (Haunted, Catatonic, Amber Dread, and nine others), and a critical Save failure forces a Panic check against current Stress. Career-gated magic means the same 20-spell list works differently across Careers: Street Wizards cast directly from randomly rolled spells, Artists bake spell effects into physical objects anyone can trigger, and Vagabonds redistribute Amber at personal cost. The Anchor (a mundane personal object worth two starting Amber points) makes every character's connection to the ordinary world a mechanical vulnerability.Weapon Mastery adds effects such as pushing or slowing enemies to qualifying weapon attacks. Class and feat choices let characters develop different roles over twenty levels. Optional Bastions give characters home bases with facilities that produce benefits between adventures.
ConsiderationsSetting is locked to the City: characters cannot leave, and the GM improvises everything beyond its borders. Career and Kindred lists are fixed with no guidance for homebrew options. Magic is heavily gated to Street Wizards; other Careers receive one or two minor spell-like abilities at most. The 49-page rulebook is rules-light by design and leaves substantial setting detail, adventure structure, and faction development to the GM.Spells and class abilities have separate resource limits and timing rules. Higher-level magic can change travel and encounter assumptions that the DM must prepare for. Social encounters rely on ability checks and DM judgments about NPC attitudes.