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Construct Mechanus

Construct Mechanus Capsule Review by F. Wesley Schneider on 23/12/02
Style: 5 (Excellent!)
Substance: 3 (Average)
"Construct Mechanus" is the gritty addition of customizable constructs to any D20 game as either monsters or player races. What few design flaws this work does have are made up for by amazing presentation, the variety of new rules, and opportunities for unique role-playing experiences.
Product: Construct Mechanus
Author: Philip J. Reed
Category: RPG
Company/Publisher: www.philipjreed.com
Line: Construct Mechanus
Cost: $3.00
Page count: 24
Year published: 2002
ISBN:
SKU:
Comp copy?: yes
Capsule Review by F. Wesley Schneider on 23/12/02
Genre tags: Fantasy Science Fiction Other
Last week a copy Philip J. Reed’s D20 accessory, Construct Mechanus was thrown my way with instructions that, if I reviewed it, I’d get to keep it free of charge. Well, you’re reading now and I have a new toy, so I assume you can imagine how eagerly I leapt at the opportunity. I was a bit hesitant though when, rather then through my mail slot, the newest addition to my library came to me through electronic mail as a PDF file. As a point of confession, I’ve never purchased nor been much interested in PDF role-playing accessories. Besides the fact that I’ve always been an insatiable bibliophile, I truly believed that any products of any real worth would have a print publisher backing them and thus, that these works were most likely just the products of fringe-running computer savvy gamers out to make a few bucks on whatever cockamamie ideas might wader through their heads.

But my brothers and sisters, I testify that I was wrong and swear that I have seen the light! Or at least, upon reading Construct Mechanus, my opinion has been drastically changed.

Upon printing out and paging through Construct Mechanus, I was immediately stuck by the professional design and the quality of artwork which not only meets that of print publications, but far exceeds the vast majority. Christopher Shy of Studio Ronin (www.studioronin.com) contributes twelve full color illustrations of a variety of darkly intriguing constructs. The pictures range from quarter page snippets to a full page cover piece and, even in the ultra thrifty print mode my printer is set to, accentuate the writing with a uniquely grave collection of automatons. The title font used throughout is an old favorite I haven’t seen since the Plansecape line and adds a welcome strangeness that suits the themes of the work. Also, another compliment to the genius of the design, the numerous sidebars all appear in dulled shades of green and gold, the same colors which are repeated both in the heading/footer bars and in the majority of Shy’s artwork. This attention to even the subtlest choices of color creates an unprecedented unity between the page design, text, and art, offering the work a sense of cohesion rarely seen in even the most professional of publications.

However, I do regret to say that my critique cannot be a completely shining one. Though the graphic design is far beyond any I could have expected, some elements of the game design and writing leave a bit to be desired.

The first chapter defines a new player race of free-willed constructs called mechanus, and several side-blocked sets of rules (such as those dealing with water issues and communication) that don’t quite fit anywhere else. Unfortunately, between these sidebars, an extensive amount of time is spent discussing what isn’t in this accessory; “Construct Mechanus II includes a detailed mechanus community,” “This book does not concern itself with the necessary rituals that must occur before a mechanus can be constructed.” Also, several ideas that might be best hinted at as possible topics for a GM’s consideration are examined in detail, such as mechanus communities and the powers of divine mechanus.

Chapter two is perhaps the rockiest in the product, discussing two new mechanus sub-races the stilt, a customizable staple race, and the abombinus, your classic big mecha brawler. The major problems here appear in the stilt and the rules system used in designing your own unique variants. Several glaring issues crop up, for example, all stilts gain an automatic 1 deflection bonus to AC simply because magic animates them, and if one is made of bone it can be turned as an undead creature. Also, the system for buying special features allows what are in effect spell-like or other extraordinary abilities to be purchased without ever altering the base creature’s effective character level (which regardless remains stuck at ECL 4). This means that a heavily armed and armored stilt with wings, the ability to cast magic missile and shield, and a shoulder mounted firearm could cost (and thus be the same ECL) as a stilt that merely has several dozen sets of legs.

But despite its problems, the stilt’s rules for selecting intelligence types and for adding mounted weaponry seem balanced and rather clever in their implementation. Also, as the chapter finishes out, a complete discussion of the abombinus presents a balanced and wholly useable new player race.

The next chapter offers two unique classes usable exclusively by mechanus, the tanker and the mystic defender. Unfortunately, these seem to merely be construct suited answers to the fighter and cleric that gain new abilities on every single level from 1 to 20. My major problems with these classes are the numerous amounts of fixed numbers and the over use of spell effects. For example, at 13th level a tanker gains the ability to have all damage reduced by 6 points… period. This isn’t based on the specific character’s stats or individuality, it’s simply, “You are this. You get this.” Also, at 11th level the tanker, a fighter like class, can cast fireball and at 2nd and 6th level the mystic defender gets magic missile and shocking grasp. No explanation, no variation or selection of effects, again, you get this just because. This is not to mention the Armored Shell or Armor ability that both classes have, where in the mechanus simply evolves into having better armor. In the tanker’s case this ends up adding a 11 AC bonus by 20th level, not to mention whatever additional bonuses they may receive from wearing actual suits of armor or from spells that might raise AC further.

The chapter on feats is a good one overall, adding new mechanus only and general feats, though it too has one or two bugs. One is the antimagic field, a feat that functions like a personal version of the 6th level arcane spell, but available at 1st level a bit over powered in my opinion. Also, an otherwise cool feat like hidden compartment, wherein you have a secret compartment in your chest, doesn’t tell how big or how much this compartment can hold, questions which need to be answered for the feat to be useful in the least. But these oversights are easily compensated for by the numerous other good mechanus feats and the seven awesome general feats. Overpower, which gives bonuses to attacking smaller weaker creatures, is a perfect feat for every giant, ogre, or bully character and redirect attack allows you to dodge an enemies attack into another enemy, which is also very cool.

The final chapter is perfect the way it is, adding a few new guns to the understated D20 fantasy firearms arsenal. Good stuff here includes the extra small, extra efficient Imp light pistol and great fire arms for large creatures like the Marauder mounted canon, the Minotaur heavy musket, and the Titan cannon. Also, rules for what happens when you’re carrying a lot of black powder and someone happens to light a match on you are also explained here. Though I don’t recall if this is new information or open source material, they’re good rules and worth mentioning.

In its introduction Construct Mechanus presents itself as either a new option for players or as a GM resource for new and fully developed constructs. As a player resource, I personally believe its system needs a bit of work, but overall, the good outweighs the bad. Author Philip Reed has seen enviable success in designing quick, clever, and understandable rules systems (being the designer of the hardcore, fast paced, first-person-shooter-kinda board game Frag, www.philipjreed.com) but runs into a bit of trouble integrating his new mech creation rules into the already complex D20 system. However, any GM truly interested in the topics Construct Mechanus covers can tweak these rules to suit their game, as they probably would anyways and thus at no great loss of time or worth to the value of this accessory. As a GM resource, the new creatures presented are thoroughly detailed and suggestions are made for adventures in any of dozens of different veins. From this standpoint, everything is ready to use as is, and the new rules for feats and firearms are perfect treats to offer interested PCs or to keep for unique new NPCs.

All in all, Construct Mechanus offers an intriguing foundation for what promises to be an interesting and wholly useful series. The writing of Mr. Reed is crisp and clear and already hints at what we have to look forward to as he becomes a more seasoned D20designerr. His print product The Book of Unusual Treasures should be hitting store shelves within the next month and, along with the rest of the Construct Mechanus series, should be more then worth keeping an eye out for.

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