I received a free copy of Beyond Monks from James Garr, the author, in exchange for the review and the chance to use the OGC drinking rules in one of my company's products. Though we decided to use our own original rules for alcohol, I'm still keeping up my end of the bargain, albeit belatedly.
Since other reviewers have already covered some of the necessary details of outlining what's in the book, I'll focus more on my comments about the book. Look to Psion's review if you want a more thorough listing of the exact classes, feats, and so on.
My overall impression is that this is a nice book, but that it could have done better. The introduction by the author made me anticipate that there would be a lot of detailed suggestions on how to run wuxia campaigns. For those of you unaware, wuxia is a genre of Asian film which showcases extravagant martial arts abilities that are impossible in real life, sort of like the popular "Crouching Tiger, Hidden Dragon" (flying, running across tree tops, grabbing people's spears and flipping the person holding them into the air, etc.). It's a very flashy and dramatic form of storytelling, and I was hoping Beyond Monks would be filled with not just rules, but advice for running such games. Since the introduction emphasized not just cool martial arts, but particularly the wuxia genre, I read this book with the expectation that it would have a lot of information on that genre.
By the way, that's pronounced Woo-shya, not Wuks-ee-a.
*Visual Style, Design, and Layout*
As is the case with many pdf releases, this book is not particularly impressive visually. The cover image has a non-dramatic image of a woman martial artist kicking a foe in one direction while swinging a small table at another foe in the opposite direction. In addition to being an awkward pose, the scene lacks energy, which is something vital to the wuxia genre, and to martial arts in general. Similarly, the interior art is fairly bland. None of it is bad, but most of the images lack the dynamism you'd expect for a topic that shares a lot of flavor with anime and manga. This art doesn't detract from the book, but it does fail to generate any sort of vigorous intensity that makes you want to make a character and have him wail on a few NPCs.
The actual layout of the text is fine. A few times the font is a little too small to read on screen, which is what I usually do, but when printed I'm sure it would look fine. I think a few more visual elements could have made the text a little more readable; as it was, nothing really made me want to keep looking at any given page, so I was apt to skim a lot until I forced myself to read passages. Much of the layout is just text with plain, thin-line boxes for sidebars. Though this certainly cuts down on the effort of printing the text, the sparseness of visual designs fails to take advantage of the pdf medium. The book could just as well have been a simple .rtf or .doc file.
The final point I’d like to make about the presentation is that it was difficult, on the first read-through, to know what many of the classes were talking about. The martial artist class and the prestige class section often referenced the feats that appeared much later in the book. It would have made an easier read if the feats had come first.
Presentation Score: 2. Though the book itself states it is mostly bare-bones rules, for the subject matter it certainly would have benefited from a more detailed visual design.
*Rules Material*
Beyond Monks does a fine job handling just martial arts; the martial artist class is a fine addition to your game, and is generally well-balanced with other classes. I personally would not have made a new class, and instead would have just made most of the class abilities and martial arts secrets be available as fighter feats that require the character to be unarmored, but there's no reason not to use the martial artist.
Similarly, the prestige classes are great. I haven't watched nearly as many wuxia movies as I'd like to have, but I can imagine that most of these classes were inspired from impressive characters in those films. My personal favorite from the group is the Blood Hunter, a character who makes a pact with a vampire to gain power, and who eventually has the option to kill his master and gain even greater power. The concept of a tainted character who draws power from dark forces is classic in wuxia and anime, and I loved seeing it here. I'm also intrigued by the Ghost Killer, a sort of undead-turning monk who is bonded with spirits. Some of the prestige classes are a little lumpy, in that there are spans of several levels where no powers are gained, or some of the powers are explained poorly when they could've been streamlined to make for faster play. Again, in a style of play that emphasizes speed and drama, I think this is a strike against the book. The rules design is well-inspired and quite creative, but not quite refined enough to seem wholly professional. However, though the rules are still a little rough around the edges, the classes are certainly usable in play, and I'm sure future products by Garr and Chainmail Bikini Games will just get better.
The feats section is the main flair of this book, as I _did_ actually want to make a character and use some of these feats, because they're very cool. Like Psion said in his review, a few seem kind of pointless or excessively weak (Expert Disarm lets you do something you already can do with the core rules), some of them are quite inspiring, especially those that are animal-based. Things like Eagle Strike or Mongoose Strike capture that dramatic feel of high-flying martial arts, and certain ones like Drunken Stance are straight out of wuxia. Anything that is so impossible that only someone in The Matrix could pull it off (like moving so fast you give yourself concealment from your own blur) is okay in my book. Now, some of the feats should've been taken out, or just listed in a section on Unorthodox Fighting, or some such, but a lot of them are a great hook to base your martial artist character on.
The martial arts styles. . . . I'll agree with Psion and say that it would be better to have high-end feats that require lots of prerequisites but provide a cool bonus, than to have a free bonus you get just from synergy from other feats. I definitely like the concept of a lot of the styles, and many of them are really impressive (things like Elvish fencing, which let you make an attack of opportunity against a foe if he misses you badly), but they should've just been normal feats. The idea is sound, though, and I'm thinking of doing something similar myself based on spell synergies, where knowing enough spells of a particular type qualifies you for special mastery feats.
Finally, there's the New Options section, which I'll cover half here, and half in the *Game Running Advice* section below. There are things here like variant improvised weapons, rules for drunken fighting, and new uses of skills. Most of them are fairly interesting (Monty Python fans, pay special attention to the note about using a herring as an improvised weapon), and even the drunken fighting section is good, despite the fact that I use a different system for alcohol. This is a more dramatic and flashy type of drinking, which works for the needs of this book. The new items are especially cool, inspiring me to make villains who use some of these things in future games, if for no other reason than to show PCs that it's much cooler to use Elvish Fighting Sticks (think tonfas) instead of just a standard longsword. There's not that many, sadly, and I think that if CBG ever decides to release an add-on, they should rent about 90 wuxia films and make sure to have rules for every type of freaky weapon they see. I'd love to see more.
Just a few final notes. What's OGC and what isn't is not very clear, since it is up to the reader to decide what they mean by "text descriptions of the prestige classes." Does that mean the whole description? Just the flavor text? How much is description and how much is rules. Also, a few of the powers are contradictory (e.g., surge increases your speed, but says you cannot increase beyond 50 ft. per round, so this power is meaningless for certain characters, like multiclassing monks or certain races).
Rules Score: 3.5. Some cool pieces here and there, marred by a few real clunkers. Nothing is truly innovative enough to rate higher than a 4, and even the good stuff could have used a rewrite to make it clearer.
*Game Running Advice*
This is where the book most disappoints me. Though Chapter Four does have advice for running fast games and speeding along the story instead of worrying about minutiae, it doesn't provide enough information on how to do things like create wuxia-style adventures, what the main themes and cliches of martial arts stories are, examples of fast-paced martial arts adventures, or coming up with dramatic fight locations. Beyond Monks has the rules for creating characters to fill these stories, but not enough advice or examples of how these types of stories differ from standard D&D fare. I would have liked to see guidelines for running anime-inspired games, or techno-modern adventures like The One or The Matrix, and at least some information on how the myths of Asia differ from the myths of Europe.
Application Score: 2.
*Conclusion*
Beyond Monks tells you clearly that it is going to be more of a rules sourcebook than a campaign guidebook, and I think that's where it falls short. You can't have a thorough book about dramatic martial arts without providing the flavor of those martial arts. On rules alone, I’d give the book about a 3.5, since there's no really new concepts here, just new feats, classes, and prestige classes, and what is there is occasionally rough and unpolished. Taking into account the price of the book, and the fact that it doesn't really provide a sense of the type of game it is trying to help you play, I have to drop the rating to slightly below a 3. Since it's a pdf, though, and many pdf-buyers prefer to get content over form, I don't want to criticize its design too harshly.
Though many people just want crunchy bits, I think any book for a game based on storytelling and adventure should be a dramatic work of art in and of itself, and Beyond Monks just is too bare. Even pdfs do not have the excuse to sacrifice style, and for the price, I think CBG could have done better. However, since I know many people won't be as nitpicky as I am over some of these details, I'll rate the book as average.