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Maneuvers & Superiority

CK edited this page Aug 10, 2026 · 5 revisions

Maneuvers & Superiority

TLDR

  • superiority is the main maneuver resource system
  • the module tries to show the right resource instead of a misleading one
  • Active Effects can meaningfully change superiority values, especially maximum dice and die size
  • 1.3.9 adds Edit-mode Superiority cogs on the Powers tab and sidebar tracker
  • In the 1.4.0 feature set: Superiority Style grants a die without class superiority progression; ADD effects on system.superiority.dice.max no longer collapse pools to 0; Maneuver sheets expose Effects and a Description summary; heal formulas use 1d@superiority.die + @mod

This page explains how Maneuvers and Superiority Dice are presented and tracked in the SW5E Module.

It focuses on:

  • how maneuver-related resources appear on the sheet
  • how superiority is tracked
  • what mastery-tier handling adds
  • how Active Effects can change superiority-related values
  • what users should expect from the current implementation

What Maneuvers are in this module

Maneuvers are treated as a supported character subsystem with their own resource tracking and sheet presentation.

The module is designed to help maneuver users by making superiority-related information easier to see and manage, especially compared to a stock sheet that might otherwise prioritize unrelated resource bars.

Superiority Dice

Superiority Dice are the main resource used by many maneuver-driven characters.

What they represent:

  • how many maneuver dice the actor currently has available
  • how many the actor can have in total
  • what die size is used

Typical display may look like:

  • 0 / 3d6

That should be read as:

  • current superiority dice available
  • maximum superiority dice
  • die size

Where superiority appears

The module may show superiority-related information in one or more places depending on the current implementation:

  • the sidebar resource area
  • maneuver-specific summary areas
  • actor-specific resource tracking surfaces
  • Edit-mode Superiority cogs on the Powers tab and sidebar tracker

The design goal is simple:

  • maneuver or superiority users should show Superiority Dice
  • Force users should show Force Points
  • Tech users should show Tech Points
  • a resource bar should only appear when it actually applies to the actor

Superiority sheet controls

In 1.3.9, supported character sheets expose dedicated Edit-mode Superiority controls.

In practical terms:

  • the Powers tab can show a Superiority cog in Edit mode
  • the sidebar tracker can also expose a Superiority cog in Edit mode
  • those dialogs cover type ability overrides and Superiority Dice resource settings

This is meant to make superiority configuration feel like a real sheet workflow instead of a raw-data exercise.

Outside Edit mode, the same area is primarily about reading and using the resource, not rebuilding it.

Superiority Style and dice-max Active Effects (1.4.0 feature set)

  • Superiority Style grants one Superiority die and the character-level die denomination without requiring a class superiority progression.
  • Class Superiority dice pools no longer collapse to 0 when Active Effect ADD changes interact with prepared system.superiority.dice.max (explicit overrides and ADD effects still apply).

Maneuver sheet presentation (1.4.0 feature set)

  • Maneuver Item sheets expose the stock Effects tab.
  • Description tabs show a compact Activation Time / Range / Target / Duration summary from prepared labels.
  • Heal Activities with blank Activity ability resolve @mod from the Maneuver ability contract.
  • Canonical heal/temp-HP formulas use 1d@superiority.die + @mod (world migration can rewrite recognized obsolete formulas on supported builds).

How superiority is tracked

The module tracks superiority through the actor’s superiority resource data.

Typical tracked values include:

  • current superiority dice
  • maximum superiority dice
  • die size
  • supporting bonus or override values where applicable

This allows the UI to reflect:

  • how many dice are left
  • how strong those dice are
  • whether the actor is at full or depleted superiority

Editing superiority

Depending on the current implementation, the superiority resource may support quick editing in the same style as other sidebar resources.

Typical behavior:

  • users can view the current superiority state quickly
  • the current value may be editable
  • deeper max, die-size, or type-ability changes live in the Superiority dialogs or effect paths

If you only see current-value interaction in Play mode, that may be intentional. Switch to Edit mode when you need the configuration cogs.

Mastery tiers

One of the more useful maneuver-facing improvements is the added mastery-tier guidance.

In practical terms, the current module direction recognizes tiers such as:

  • Mastery
  • High Mastery
  • Grand Mastery

Why this matters:

  • tables can more easily tell when a maneuver-related feature expects a stronger tier of handling
  • mastery-tier behavior is no longer only a text problem
  • reroll behavior and other tier-sensitive handling are easier to reason about in the current workflow

That does not mean every possible maneuver edge case is fully automated. It does mean mastery tiers are now a more real part of the supported subsystem than they used to be.

Active Effects and superiority

If you are trying to modify superiority through effects or homebrew, the module exposes useful actor-side paths for that purpose.

Common examples include:

  • increase superiority dice max
  • change die size
  • add temporary superiority values
  • add formula-based bonus values

Important keys include:

  • system.superiority.dice.value
  • system.superiority.dice.max
  • system.superiority.dice.temp
  • system.superiority.die
  • system.superiority.dice.bonuses.level
  • system.superiority.dice.bonuses.overall

For exact effect-path reference, see Active Effect Keys.

Active Effect changes to superiority maximum dice

One of the most common real use cases is an effect that raises the actor’s maximum superiority dice.

For that, the usual path is:

  • Key: system.superiority.dice.max
  • Suggested mode: Add

This is useful for:

  • class features
  • feats
  • temporary buffs
  • advanced homebrew systems

Always test those effects on a real maneuver user, because superiority interacts with the sheet, resource display, and recovery expectations in ways that are easier to verify in play than only by reading the data.

Legacy superiority migration

1.3.9 includes migration and normalization work for older superiority data.

In practical terms, that can include:

  • remapping legacy superiority progression and actor superiority scalars
  • clearing stale dice.max values written as 0
  • remapping legacy superiority Active Effect keys

If an older Fighter or Scholar looks wrong after an update, open the world once so migration can run, then compare the actor to a fresh example before assuming the sheet itself is broken.

Current support

The Maneuvers and Superiority system currently aims to support:

  • visibility of superiority resources
  • superiority tracking
  • actor-sheet-friendly presentation
  • Edit-mode configuration dialogs
  • maneuver-related summary information
  • better resource alignment than a generic stock setup
  • mastery-tier-aware maneuver expectations

This means the module is useful for:

  • knowing whether a character actually has superiority
  • tracking current and max superiority
  • understanding maneuver-related resources at a glance
  • configuring type ability and dice settings without digging through raw flags first

What may still be partial

Not every part of maneuver gameplay is guaranteed to be fully automated.

Some parts may currently be:

  • fully tracked
  • partially automated
  • or primarily represented for visibility or reference

Examples of areas that may still vary:

  • every edge-case interaction of a maneuver
  • custom superiority modifications from unusual homebrew
  • all Active Effect interactions unless specifically supported
  • complete automation of every maneuver consequence

Common questions

Why do I see Force Points on a maneuver character? Ideally, you should not unless the actor also actually has Force powers. If you do, check current resource visibility behavior.

Why don’t I see Superiority Dice? Possible reasons include:

  • the actor does not currently qualify for superiority display
  • superiority max or current values are not populated
  • the actor is not actually using a maneuver-based subsystem
  • the current implementation expects maneuver items or resources to exist first

Where are the Superiority settings? Switch the character sheet to Edit mode and look for the Superiority cogs on the Powers tab and sidebar tracker.

Why does superiority show differently than Force or Tech? Because superiority is a distinct resource system and may not share every exact UI behavior with powercasting.

Can I change superiority with effects or homebrew? Yes, in many cases, but you should check the documented property paths and test the result on a real actor.

Light troubleshooting

If superiority or maneuver UI is not behaving as expected, check:

  • does the actor actually use maneuvers?
  • does the actor have superiority resources defined?
  • does the actor have maneuver items?
  • is the sheet in Edit mode when you are looking for the configuration cogs?
  • is the actor incorrectly showing Force or Tech resources instead?
  • is the issue a display problem, a visibility-rule problem, a migration problem, or a deeper mechanics problem?

If needed, continue to Troubleshooting.

Related pages

  • Sheets & Features
  • Active Effect Keys
  • Troubleshooting
  • Compatibility & Limitations

SW5e Module Wiki Start here: Home · Getting Started · Feature Overview · Sheets & Features

Popular topics: Blaster Reload and Ammo Use · Themes and Appearance · Starship Sheet Guide · Powercasting Configuration and Overrides

Need help? Troubleshooting · FAQ · Compatibility & Limitations

Working on the module? Developer Guide · Developer Reference · Local Setup and Workflow · Testing & Contribution

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