Master Tide of Battle system assumptions
- This particular WoF mechanic is known as Tide of Battle, the arrangement of powers is known as the Power Matrix. A character's particular Power Matrix may be called different things (Psionic Mapping, Chaos Roulette) depending on their class. See the third spoiler for more information.
- After a player rolls initiative and at the end of every turn thereafter, a person rolls 1d[rows]. If the number of rows is odd, just find a dice that is twice as large as the number of rows and divide a result you get by two (round up).
- There are only 15 levels in the system and 7 discrete 'spell' levels. 9 was way too many and 20 levels is just too many to have for the average campaign. For the minority of tables that could advance to maximum level under the old paradigms they can just award levels more slowly.
- The ToB table does not start out at maximum size. This is so that players new to the game don't have to know what 20-30 different powers do because they're also likely going to have to learn all of the other rules of the system as well. This is also why level 2 is the quietest level in the game in terms of advancement. However, to avoid overly boring returning or experienced players the ToB matrix starts out at a 3x4 table and becomes 5x6 by level 6.
- The game has twelve classes (Diabolist [Warlock], Engineer [Artificer], Luminary [Cleric/Priest], Magus [Swordmage], Monk, Paladin, Paragon [Fighter/Warlord], Psion, Shaman [Druid], Warden [Ranger/Actual Warden], and Wizard). There are three major power sources: Transcendental, Divine, and Arcane. Subsources such as Transcendental: Martial or Arcane: Hermetic Magic may be introduced in the future but only affect the special ability of the Power Matrix. More on this later.
- All characters are mandatorily triple-classed, though the triple-classing is not equal in other systems. Every character has a combination of a Major Class, a Sub Class, and a Minor Class. These provide approximately 50%, 30%, and 20% of a character's class-based abilities respectively. Nothing prevents a player from making all three of these the same class. If a character has all three classes the same class they are called single-classed. If a character has the Sub and Minor Class the same but a different Major Class they are referred to as Dual-Classed.
- The game is divided into three tiers: Agent, Superhero, and Epic tier. Each tier lasts for 5 levels. At levels 1, 6, and 11 the player must select a Kit, a Prestige Class, and an Epic Destiny for each tier, respectively. These are called Augment Classes and supplement class powers. You may only select an Augment Class that belongs to your Major Class or if both your Sub and Minor classes are the same class as what you want to get your Augment Class from. At levels 2 and 4 they get a new power from their Kit; 6, 8, and 10 a new one from their Prestige Class; 12, 14, and 15 a new one from their epic destiny. PCs do not have to put Augment Class powers into their Power Matrix or their Sustain Slots.
- 'Leftover' powers (which you can get from magical items, Augment Classes, powerful races, etc.) can be swapped into and out of the Power Matrix whenver the player has at least 2 in-game hours of rest. Swapping in this way does not cause a character to lose knowledge of the power.
- The naming convention for a character's class is Major Class / Sub / Minor | Kit / Prestige Class / Epic Destiny. If a character is dual-classed or single-classed they may collapse the first set of backslashes to prevent repeats (but not, say, Rogue / Rogue / Engineer or Rogue / Engineer / Rogue).
- All characters have three broad categories of powers gained from the Class and Level system. These are all called Class powers and are split into three categories: Augment [Class] Powers, Main Powers, and Source Powers. Main powers are unique to the major/sub/minor class, Augment from the kit/PrC/ED, and Source from one of the three sources that a character comes from. Characters have a ratio of Source powers depending on how they picked their MSM class. A Wizard/Engineer/Wizard will only have Arcane Source powers while a Paladin/Diabolist/Rogue will have Divine, Arcane, and Transcendental powers in about a 5:3:2 ratio.
- Unless a game effect specifies otherwise, a person may only use Sustained Powers and one Multipurpose or Twinned Power per turn. Examples of exceptions may include Action Points, a special class feature (such as Paragons being able to use any power in their WoF row for an opportunity attack).
- Powers will internally advance until they drop out of the matrix. For example, a 2nd-level power will internally advance until level 10, whereupon you are not allowed to use 3rd level powers anymore. Because of this a player will never have access to powers more than two levels lower than the highest that they can use. Higher-level powers are still better than lower-level powers, but not by an insurmountable margin because of this limited auto-advancement. This is intentionally supposed to encourage people to use their lower-level powers to pick 'niche' powers such as Animal Spirits/Animal Clan or Hall Voltage Field/Scramble Electronics.
- Class powers exist in two broad categories: Multipurpose and Twinned Powers. Multipurpose powers have one (or many) combat and utility purposes built into the power. For example, Wall of Stone can be used for building ramparts, trapping enemies, as a falling projectile, etc. However some powers, such as Fireball, can only really be used for one thing. In many cases they will be packaged with another power. These packaged powers are known as Twinned Powers. Such Twinned powers may be Drowning Bubble/Create Water, Solar Beam/Illusory Wall, Maze/Mass Teleport, Whirlwind/Dance of the Dervish, and so on. Twinned Powers are separated into two portions, an attack and a utility power with the attack power noted first. Attack powers usually use a standard action, Utility Powers generally use a move, swift, a free, or even no action. Unless otherwise stated a player can only use a utility power once per turn.
- Characters have a space on their Power Matrix known as a Sustain slot. Powers with the [Sustain] tag may be placed in that slot. When done so, the utility (or entire, if it is multipurpose) portion may be considered 'always' available. The person need only spend the action per round (standard, move, minor) to use it. If the power does not have an action required to activate it then it's considered always on. Many utility powers behave differently depending on if they're sustained; this will be noted in the power.
For example, when the utility portion of Cause Light Wounds/Cure Light Wounds is used from the Sustain Slot it heals fewer hit points than if it was selected. A person may not place a power in both the Sustain slot and the Power Matrix. A player is not allowed to voluntarily leave Sustain Slots open. If this happens through for example power replacement then the player must select a power that can be sustained and immediately put it in the Sustain slot before doing anything else.
- At level 1, the matrix starts out as 3 x 4 (3 rows by four column). At level three it becomes 4 x 5. At level 6 it becomes 5 x 6.
- All players have a mandatory ratio of Class powers to Source powers, which changes each time the matrix expands. This ratio is 6:6, then 12:8, then 18:12.
- At level 3 and every third level thereafter a player gains a Sustain slot.
Power quantity never goes up after going down.
Many levels you will lose powers entirely. Check to ensure that you are not leaving Sustain slots open if this happens and if it does then fill the Sustain slots before you select any other powers. - The power quantity is determined as a two-character system with a number followed by a letter. The number determines how many powers of that level you have for that class or source. The letter determines the level of the power e.g. C is a 3rd level power.
Now for the chart itself:
Level Major Main Major Source Sub Main Sub Source Minor Main Minor Source Sustain Slots 1 3A 3A 2A 2A 1A 1A 0 2 3A 3A 2A 2A 1A 1A 0 3 3B 3A 2B 2A 2B 2A 1B 1A 1B 1A 1B 1A 1 4 4B 2A 3B 1A 3B 1A 1B 1A 1B 1A 1B 1A 1 5 1C 3B 2A 1C 2B 1A 1C 2B 1A 1B 1A 1B 1A 1B 1A 1 6 4C 3B 2A 3C 2B 1A 3C 2B 1A 1C 1B 1A 1C 1B 1A 1C 1B 1A 2 7 3D 4C 2B 2D 2C 2B 2D 2C 2B 1D 1C 1B 1D 1C 1B 1D 1C 1B 2 8 5D 3C 1B 3D 2C 1B 3D 1C 1B 1D 1C 1B 1D 1C 1B 1D 1C 1B 2 9 3E 4D 2C 2E 2D 2C 2E 2D 2C 1E 1D 1C 1E 1D 1C 1E 1D 1C 3 10 5E 3D 1C 3E 2D 1C 3E 1D 1C 1E 1D 1C 1E 1D 1C 1E 1D 1C 3 11 3F 4E 2D 2F 2E 2D 2F 2E 2D 1F 1E 1D 1F 1E 1D 1F 1E 1D 3 12 5F 3E 1D 3F 2E 1D 3F 1E 1D 1F 1E 1D 1F 1E 1D 1F 1E 1D 4 13 3G 4F 2E 2G 2F 2E 2G 2F 2E 1G 1F 1E 1G 1F 1E 1G 1F 1E 4 14 5G 3F 1E 3G 2F 1E 3G 1F 1E 1G 1F 1E 1G 1F 1E 1G 1F 1E 4 15 7G 2F 4G 2F 4G 2F 2G 1F 2G 1F 2G 1F 5
There is nothing special about the Tide of Battle system that mandates everyone subscribe to it. However, trial and error has shown that it is easily the most efficient and powerful system for creatures to use. The vast majority of opponents that the PCs face do not use it either out of stubbornness, ignorance, laziness, or lack of training. The ramifications of not using Tide of Battle is that individual critters are wasteful in how they use their special effects; a mage mook that has enough power to constantly use for example the Flame Javelin (1st level Arcane Source power) power would if they moved to Tide of Battle be able to use 3rd and 4th level powers at the cost of not being able to ‘spam’ it.
All Power Matrices have names unique to the class that uses them. From a reductionist perspective the basic mechanics of an Engineer and a Rogue operate the same but from an in-universe perspective the powers operate differently. For example, an Engineer must calculate complex magical algorithms and guide them into their inventions while a Rogue is constantly on the lookout for openings and each attack leads and chains into another.
Spell Matrix (name of their Power Matrix) --> Hermetic Magic (Wizard, Engineer)
Special Ability - Overcasting. Arcane: Hermetic characters have an unusual WoF table, due to a technique that lets them borrow a small amount of uncast energy from an intentionally weaked spell and use it to power up a stronger one. Hermetic mages refer to this process as Overcasting. Starting at level 3, they gain one extra column that they can only fill with spells (meaning that the main powers must correspond to a class coming from the Arcane cource), called the Overspell column. Half of the entries in that column--round up or down, player's choice--must be filled with one level of spells two levels lower than the highest that they are allowed to have. In return, the rest of the entries in the Overspell column can be filled with a spell up to one level higher than what they are allowed to have--meaning that it is possible for Hermetic mages to cast up to 8th level spells! Note that while they can fill the Overspell column with any spell, even from the Chaos school, the illustrious 8th level spells only exist in the basic rules in the Hermetic school. In order to use these higher-level spells, they must first declare that they are Overcasting, then must use one of the lowest-level spells in the Overspell column. This means that they can only start to Overcast if they rolled an appropriate row first! After that, the hermetic mage has up to 1 minute in which they can roll a row which has a higher-level spell in the Overspell column and can use it. Edge (ED: This is referring to a mechanic I haven't completed yet, I haven't finished it yet so just ignore it for now) cannot be used to cast a spell in the Overspell column unless the character already used a lower-level spell in that column. After a spell is Overcast, the mage cannot use this option again for 30 minutes thereupon must start the process again. Using Edge as part of Overcast does not stop a character from being able to Overcast normally or even use Edge a second time.
Chaos Roulette --> (Magus, Diabolist)
Holy Litany --> (Paladin, Luminary)
Special Ability - Conviction. Spiritual: Divine characters can cycle through ther Holy Litany table via concentration at a quickened rate in order to find the perfect prayer. At the end of their turn, if their result on their Holy Litany is the same as what they rolled for the previous round, they may roll again. Once they reroll they cannot go back to the old result nor reroll again. In order to use the new result, the Divine character must spend a Move action at the beginning of their turn to do nothing but quickly and silently meditate. If they fail to take this action either intentionally or due to outside influences (such as being stunned between rounds), the character loses the ability to access powers on their Holy Litany until their next turn. They may use Conviction again at the end of this turn if they so desire.
Spirit Wheel --> (Shaman, Warden)
Special Ability - Wrath of the Spirits.
Ougi Flow --> (Rogue, Paragon)
Special Ability - Signature Move. Martial characters, despite being a master of a hundred techniques, tend to have a repertoire of moves that they favor over another. Exceeding amounts of time spent practicing leaves them able to flow into these techniques more easily than other, making them more available in a pinch. All Martial Characters gain an extra column, known as Signature Moves, on their Ougi Flow. They may fill this column with any Martial technique they already know, as long as no power is duplicated more than once and no row has the same two powers. The downside is that Edge cannot be used to access any power a character knows that is in a Signature move column; the character is already considering to be concentrating on these techniques as much as possible!
Psionic Mapping --> (Monk, Psion)
Fluff:
When someone using the Transcendental: Psionic Source arranges their Psionic Map, the game effect is of them mentally rearranging the nerves and synapses of their mind and body in order to use their techniques most efficiently. When they muster the mental energy to use their techniques, it activates chakras and thought clusters according to the pattern in order to manifest the technique as quickly as possible. Most notably, creatures without a vetebrae are not able to use psionic mapping; those creatures that still manage to do so such as Thought Worms or Mind Golems manifest psionic techniques do so at an inherently crippled rate.
Special Ability - Remapping: As your body cycles through its thought nodes, you are able to carry some leftover mental energy in order to 'hold' some techniques. The process of holding is slightly injurous to your psionic mapping, meaning that you can only do it in parts. When you roll on the WoF table at the end of the round, you can choose one technique that you did not use this round. The round after next you can use that power in addition to what you roll on your WoF. You may only remap one power at a time and can technically remap indefinitely but you lose your remapped power when you start a turn with access to the row that power is in--meaning that it behooves a psionic to remap a different power if what they're holding would be available 'normally' the next round.
Being rendered stunned or unconscious or even killed (as long as the body is still intact and hasn't been dead for very long) does not affect your Psionic Mapping, but having your body or chakras changed grievously such as being polymorphed to a grossly unfamiliar or invertebraic form renders you unable to access your psionic map. A psionic map, once lost, can be regained as a move action as long as you are eligible to regain it. This affects applies to your psionic powers even if you did not select the remapping option.
(These aren't necessary to get a ken of the system, but they do give an idea of where I'm going with this)
- Attribute bonuses do NOT add to level-based checks (such as attack rolls, skills, etc.). You can either your attribute bonus or your skill check modifier, whichever is higher. Since people randomly roll for stats in this edition, the intention is that people who have a good initial roll will outpace their companions in certain areas but by level 5 or so will either need to have a ginormous ability score bulge (such as being a nymph or a giant) or will have to invest in the skill.
- There's no such thing as ECL or monster levels. Since the assumption of this system is that powers are race-agnostic and outstrip racial abilities anyway, if you want to be a high-level character but also an exotic race like a red dragon or a mummy, you need a minimum level and that's the end of that. PCs may encounter things like level 1 wizard titans, but they are not allowed to play a titan and a wizard lower than level 11. Most races come with racial powers; in many cases these come with a maximum recommended level to them. Meaning that the PC must have DM permission to put the power onto their Power Matrix if they exceed this level.
- Hit points are mostly-fixed. Instead of gaining hit points, people gain Armor Rating (Class) or Damage Reduction and get a one-time bonus or penalty due to their size. For PCs of different sizes, this is balanced out by size penalty/bonuses to Armor Rating. This has the intentional effect of halfling characters getting hit less but also suffering increased penalties if they do and vice-versa. This means that due to rider effects on powers the Armor Rating/Hit Point ratio cannot be the same.
- Because of the above system, wound penalties are now in place. If you suffer enough damage you will take penalties to Armor Rating, Attack Rolls, etc.. The rate at which you take wound penalties is not proportional to hit points, they instead happen at fixed points on the damage tract unless the creature is at full or nearly-full hit points. This means that small or naturally weak creatures can be taken out of the fight with one good hit.