Martial Arts Mayhem vs Blood and Fist

Salcor

First Post
I was wondering if anyone has compared Martial Arts Mayhem by The Game Mechanics, and Blood and Fist by RPG Object. I have the Modern Players companion by the Game Mechanics and Blood and Guts byt RPG Objects and they are both outstanding products. I just want to know which one would be the best to add to my game.


Salcor
 

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Salcor said:
I was wondering if anyone has compared Martial Arts Mayhem by The Game Mechanics, and Blood and Fist by RPG Object. I have the Modern Players companion by the Game Mechanics and Blood and Guts byt RPG Objects and they are both outstanding products. I just want to know which one would be the best to add to my game.


Salcor

They're cheap as PDFs. Buy them both and you're still paying less than you would had they been print publications. Then you can mix and match to your wit's end.
 

I do really recomend getting both.
The Game Mechanics is a great d20 modern design studio and MArtial ARts Mayhem is just as good as the Modern Players companion.

The Vigiliance d20 modern books are also quite good but take on a diffrent flavor.

10$ aint bad for em both... actually 15, there are 2 Martial arts MAyhems and the Print Martial Arts Mayhem should be out this month from Green Ronin
 

I have all of them (just bought Martial Arts Mayhem 1 and 2, today), and all I can really say is that they complement each other really well.
It's like Martial Arts Mayhem is sort of... Blood and Fists 2...
My suggestion... get all three products, if you want serious Martial Arts action in your games, I can almost guarantee you won't be disappointed. We've been using Blood and Fists since the first day it came out, and we haven't looked back.
What it boils down to is that you're almost certain to be satisfied with either product, the three of them together should just hit all your happy gamer buttons. :)
 


It also depends on what you want out of the rules.

B&F has the approach of using classes and feats. It has three advanced classes and a bunch of feats that help model martial arts styles.

MAM uses the model for martial arts presented in the Oriental Adventures book. In this case the Martial Arts are more generic, but the martial arts are represented solely through feats so there's no real classes involved.

They're cheap enough to get both, but I'll probably use MAM if I'm adding it in to an existing game but B&F if I'm running a martial arts heavy campaign.
 

Blood and Fists gets jiggy wit it.

I haven't really checked out MAM...some great writers at work, but as I understand it, they took the approach of not using real-world styles. I think that you lose a lot of grist for the roleplaying mill when you do that.
 


Blood & Fists was pretty durned cool, but I have to say upon seeing MAM I'm both pleased as punch and vaguely depressed -- This was how *I* wanted to do Martial Arts, had the idea in the back of my head since 3E came out (and the seed for it in my head for about 12 years).
It's good, good stuff. I'd recommend the living daylights out of it.
 


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