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Chase scene: Ending turn on jump
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<blockquote data-quote="Hriston" data-source="post: 7089665" data-attributes="member: 6787503"><p>I think it makes sense to limit the distance you can clear on a single jump to your total movement for the turn on which you begin your jump, provided you have enough movement on your next turn to complete that distance. After all, considering that the vertical component of a long jump is negligible, no one is going to spend much more than a second in the air regardless of the jump's total length, so using more than one full round of movement on a single jump would have the result of stretching movement that should only take about a second over a period of time longer than six seconds. Jeremy Crawford's ruling makes sense in this respect but is also somewhat irrelevant to the OP. A 10-foot leap doesn't exceed the total movement for the turn on which the PCs are jumping, especially considering that they already appear to be taking Dash. So the way I'd resolve their action is that they run 55 feet to the edge of the gap and begin the 10-foot jump, completing only 5 feet of the jump by the end of the round. On the next round, they complete the jump and, assuming they take Dash again, have another 55 feet of movement left to use. I see no problem caused by splitting the jump this way, whereas not allowing the jump based on not having enough movement left to complete it forces the PCs to waste some of their movement without providing a clear benefit to the game.</p></blockquote><p></p>
[QUOTE="Hriston, post: 7089665, member: 6787503"] I think it makes sense to limit the distance you can clear on a single jump to your total movement for the turn on which you begin your jump, provided you have enough movement on your next turn to complete that distance. After all, considering that the vertical component of a long jump is negligible, no one is going to spend much more than a second in the air regardless of the jump's total length, so using more than one full round of movement on a single jump would have the result of stretching movement that should only take about a second over a period of time longer than six seconds. Jeremy Crawford's ruling makes sense in this respect but is also somewhat irrelevant to the OP. A 10-foot leap doesn't exceed the total movement for the turn on which the PCs are jumping, especially considering that they already appear to be taking Dash. So the way I'd resolve their action is that they run 55 feet to the edge of the gap and begin the 10-foot jump, completing only 5 feet of the jump by the end of the round. On the next round, they complete the jump and, assuming they take Dash again, have another 55 feet of movement left to use. I see no problem caused by splitting the jump this way, whereas not allowing the jump based on not having enough movement left to complete it forces the PCs to waste some of their movement without providing a clear benefit to the game. [/QUOTE]
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