Excellent product yet again by TGM. Keep up the good work and bring out more Modern (or Post-Modern) supplements.<br><br>
<b>LIKED</b>: For standard high Fantasy/Ficition games rules are very balanced, like the use of optional rules for flexiblity and tailoring.<br><br><b>DISLIKED</b>: Feel that the rules can be unbalancing in non-High Fantasy/Fiction games.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
I liked the way martial arts were handles in this release, but the school sthat wound up interesting me the most turned out to be in the sequel. Still, a nicely-realized way of handling martial arts in d20.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
I really liked this one - it gives a great deal more flavour to martial arts than the Martial Artist class from the Modern core rulebook. No more "generic" martial artists.
An excellent sourcebook. It was just what I needed. I highly recommend this product for GMs who want to include different styles of Martial Arts, and the rules for them, without having everyone play a monk.
The great thing about this book is that you can drop it into any campaign. It does a good job of covering many style of martial arts in an easy to use system. Overall, i'm very impressed.
Extremely cool and funky stuff! Seems to fit in with the D20 Modern system quite seamlessly, though I must be honest and say that I haven't had the chance to give it a practical test yet.
I loves me some kung fu, and I loves me some modern rpgs, so this is like "you got your chocolate in my peanut butter..." I'm crafting a superheroes game and this is the perfect, non lethal addition to such a thing.