JoeGKushner
Adventurer
Martial Arts Mayhem is the combined electronic (pdf) books put out by the Game Mechanics and published by Green Ronin. This 64 page black and white book retails for $14.95, a good price for its size.
Those who aren't going to enjoy this book are readers looking for a ton of new prestige classes as the back notes that there are zero PrCs here. In addition, those looking for great art in the vein of Blade of the Immortal or other recent Manga presentations will be disappointed as the book uses what appear to be photographs touched up with the old Charcoal Filter in Photoshop or some other image editing tool.
What then, are the strengths of the book? The book boosts martial art schools, feats, and secret techniques. Its topped off with ideas on changing rules and the feel of the game, as well as some campaign samplers to help GMs get started.
The schools are similar to the martial arts in fantasy systems where you must meet some prerequisites to earn a free ability. These abilities range from the John Woo inspired Ballistic Fist, where you master guns, to the Northern Leg School, utilizing movement to master various kick stances and overcome your enemies. Each school has three mastery levels and each mastery level provides the user with more benefits. The Southern Fist School starts of by doubling your Strength bonus to damage with an unarmed attack (number of times per day equal to level/4), and ends up with ignoring a weapon's hardness. The benefits are good and provide lots of in-game reasons to follow a certain path but at the same time, should have some more leeway for the GM to interact with the limitations. For example, how about a blank skill or feat or at least a few options like this feat or that skill at x ranks? That would allow players a greater degree ofcustomization and allow them to reach the schools in different ways.
There are over thirty feats and I'm glad to note that they've included a notice that some of these come from other sources like Blood & Fists, as well as the System Reference Document. That's a good thing as it acknowledges that there are other sources and points out places where GMs and readers can go for other ideas without hurting this book in any way. There is also a master feat list with the name of the feat, the class, (for bonus feat purposes), prerequisites, and benefit. This useful tool allows you to quickly glance at it and see what characters may need to have to reach mastery of certain feats.
The feats range from Hands Without Shadow, allowing you to make two extra attacks but taking a -5 penalty for each attack, to some old favorites like Diehard, allowing you to become stable at negative hit points and even get a partial action. Many of these feats are filler style in that they are logical extensions of previous material like Manyshot, Increased Speed, or Improved Dodge, but they help round out a character or allow a character to pursue a specialty with more options.
The secret techniques are actually feats with high requirements. See they're part of a school's library but only those who really master the school can get to them. In this, they're like the high powered feats in Malhavok's various Books of Eldrich Might series with high requirements. Let's look at Crane Fist. This requires you to have Third Degree Master of Souther Fist. That requies St 13, Dex 13, Wis 13, +9 BAB, Advanced Combat Martial Arts, Agile Riposte, Alertness, Combat Martial Arts, Combat Reflexes, Dodge, Genshin Awareness, hands without Shadow and Improved Combat Martial Arts, not to mention the other degrees. In exchange, you get to make an unarmed attack as a touch attack. Not bad but definitely limited and something most people will go to for flavor for their characters as opposed to their d20 fantasy counterparts who will be looking for those super-near epic feats found in various 3rd party books. Still, if it wasn't for the harsh penalties, some of them may be too good. For example, Immortal Grip requires second degree mastery of Kobujutsu, but lets you wield larger weapons, much like Monkey Grip, but without the penalty that Monkey Grip has (-2 to hit). More powerful than a standard feat, but also much higher requirement to use.
Other tools in the book include a large selection of weapons. These range from simple weapons like the Punching Dagger, to Exotic Weapons, like the Flying Claw, a large metal claw placed at the end of a rope. Those looking for customized arrows will enjoy options like the Dragon's Tongue, an arrow with a slightly rounded point to pierce armor or the Willow Leaf, with a better critical range but a penalty to hit.
The advice ranges from ideas on Martial Arts Campaigns to pregenerated NPCs. The martial arts campaigns are good for new GMs as they include various archetypes like the kicking cop or the special operator. These little descriptions include quick background ideas, feat selections and most commonly selected feats. The campaign models start off with Apocalypse Tao, and move their way to War of the Masters. Each model includes information on the setting, where the action should be placed, Role of the Heroes, where Department-7 is, Three Key Traits, Rules, Fu level, and Opposition (sample characters). The thing I think most will appreciate is that they use pop references that are easy to recognize so that people will get the idea of the campaign model right away. Gangland for example is “The Godfather meets Enter the Dragon on today's crime-riddled streets.”
It may sound silly, but for those thinking of using d20 Modern to run fantasy based campaigns, some of the material here will help streamline those ideas right along with the expanded weapons, feats and schools.
Martial Arts Mayhem is a satisfying expansion of many ideas in the d20 system adapted to the d20 Modern system and kicked up a notch for that special Kung Fu Flavor.
Those who aren't going to enjoy this book are readers looking for a ton of new prestige classes as the back notes that there are zero PrCs here. In addition, those looking for great art in the vein of Blade of the Immortal or other recent Manga presentations will be disappointed as the book uses what appear to be photographs touched up with the old Charcoal Filter in Photoshop or some other image editing tool.
What then, are the strengths of the book? The book boosts martial art schools, feats, and secret techniques. Its topped off with ideas on changing rules and the feel of the game, as well as some campaign samplers to help GMs get started.
The schools are similar to the martial arts in fantasy systems where you must meet some prerequisites to earn a free ability. These abilities range from the John Woo inspired Ballistic Fist, where you master guns, to the Northern Leg School, utilizing movement to master various kick stances and overcome your enemies. Each school has three mastery levels and each mastery level provides the user with more benefits. The Southern Fist School starts of by doubling your Strength bonus to damage with an unarmed attack (number of times per day equal to level/4), and ends up with ignoring a weapon's hardness. The benefits are good and provide lots of in-game reasons to follow a certain path but at the same time, should have some more leeway for the GM to interact with the limitations. For example, how about a blank skill or feat or at least a few options like this feat or that skill at x ranks? That would allow players a greater degree ofcustomization and allow them to reach the schools in different ways.
There are over thirty feats and I'm glad to note that they've included a notice that some of these come from other sources like Blood & Fists, as well as the System Reference Document. That's a good thing as it acknowledges that there are other sources and points out places where GMs and readers can go for other ideas without hurting this book in any way. There is also a master feat list with the name of the feat, the class, (for bonus feat purposes), prerequisites, and benefit. This useful tool allows you to quickly glance at it and see what characters may need to have to reach mastery of certain feats.
The feats range from Hands Without Shadow, allowing you to make two extra attacks but taking a -5 penalty for each attack, to some old favorites like Diehard, allowing you to become stable at negative hit points and even get a partial action. Many of these feats are filler style in that they are logical extensions of previous material like Manyshot, Increased Speed, or Improved Dodge, but they help round out a character or allow a character to pursue a specialty with more options.
The secret techniques are actually feats with high requirements. See they're part of a school's library but only those who really master the school can get to them. In this, they're like the high powered feats in Malhavok's various Books of Eldrich Might series with high requirements. Let's look at Crane Fist. This requires you to have Third Degree Master of Souther Fist. That requies St 13, Dex 13, Wis 13, +9 BAB, Advanced Combat Martial Arts, Agile Riposte, Alertness, Combat Martial Arts, Combat Reflexes, Dodge, Genshin Awareness, hands without Shadow and Improved Combat Martial Arts, not to mention the other degrees. In exchange, you get to make an unarmed attack as a touch attack. Not bad but definitely limited and something most people will go to for flavor for their characters as opposed to their d20 fantasy counterparts who will be looking for those super-near epic feats found in various 3rd party books. Still, if it wasn't for the harsh penalties, some of them may be too good. For example, Immortal Grip requires second degree mastery of Kobujutsu, but lets you wield larger weapons, much like Monkey Grip, but without the penalty that Monkey Grip has (-2 to hit). More powerful than a standard feat, but also much higher requirement to use.
Other tools in the book include a large selection of weapons. These range from simple weapons like the Punching Dagger, to Exotic Weapons, like the Flying Claw, a large metal claw placed at the end of a rope. Those looking for customized arrows will enjoy options like the Dragon's Tongue, an arrow with a slightly rounded point to pierce armor or the Willow Leaf, with a better critical range but a penalty to hit.
The advice ranges from ideas on Martial Arts Campaigns to pregenerated NPCs. The martial arts campaigns are good for new GMs as they include various archetypes like the kicking cop or the special operator. These little descriptions include quick background ideas, feat selections and most commonly selected feats. The campaign models start off with Apocalypse Tao, and move their way to War of the Masters. Each model includes information on the setting, where the action should be placed, Role of the Heroes, where Department-7 is, Three Key Traits, Rules, Fu level, and Opposition (sample characters). The thing I think most will appreciate is that they use pop references that are easy to recognize so that people will get the idea of the campaign model right away. Gangland for example is “The Godfather meets Enter the Dragon on today's crime-riddled streets.”
It may sound silly, but for those thinking of using d20 Modern to run fantasy based campaigns, some of the material here will help streamline those ideas right along with the expanded weapons, feats and schools.
Martial Arts Mayhem is a satisfying expansion of many ideas in the d20 system adapted to the d20 Modern system and kicked up a notch for that special Kung Fu Flavor.