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Hang Time - What if you jump farther than your speed?
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<blockquote data-quote="Tormyr" data-source="post: 7462100" data-attributes="member: 6776887"><p>I think the issue may be more that the ability to jump or not depends somewhat arbitrarily on where someone started rather than the ability of a creature. So someone who starts close enough to finish the jump can do so, but someone 5 feet or more short (for whatever reason) is unable to start the jump. It is RAW but seems to be a rather arbitrary limitation that is based more on the turn construct than a creature's ability. I get why they did that. It is simpler, and 5e errs on the side of simplicity more often than not. However, it doesn't sit well with me as a DM with this particular clash of turn limitation vs. movement. Mainly because it is doesn't fit with other forms of movement and can cause a change in what happens in the story based on a creature's starting location more than its ability.</p><p></p><p>My personal preference is to allow a jump if its distance* is within a creature's maximum available movement on a turn. So most creatures have 60 feet available (30 + Dash) while a human rogue would have 90 feet (30 + Dash + Dash). The creature starts its jump with whatever movement it has and must Dash with any available action or bonus action while in midair if it is needed to finish the jump. So no attacking in midair and then saying, "Oh gee, I ran out of movement!" Because of the house-ruled distance limitation based on total movement speed, the jump gets completed on the next turn, and the creature must use the Dash action if necessary to get the remaining movement to finish the jump. If the creature is knocked prone or is incapacitated and needed to use the Dash action to finish the jump's movement, they fall.</p><p></p><p>It is definitely a more complex rule, but in this case, I believe it allows the creature's choices to be established based on their ability rather than how far they started from the jump's edge and prevents the creature from spending an entire turn in the air. And it rarely comes up anyway.</p><p></p><p>*I also allow creatures to exceed their automatic jump distance with a successful Strength (Athletics) check with a DC equal to the distance in feet. Abilities that add to automatic jump distance, such as from the Champion or Thief, are added to the check, and the value of the check is doubled or tripled when the automatic jump distance is doubled or tripled (such as with <em>haste</em>).</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7462100, member: 6776887"] I think the issue may be more that the ability to jump or not depends somewhat arbitrarily on where someone started rather than the ability of a creature. So someone who starts close enough to finish the jump can do so, but someone 5 feet or more short (for whatever reason) is unable to start the jump. It is RAW but seems to be a rather arbitrary limitation that is based more on the turn construct than a creature's ability. I get why they did that. It is simpler, and 5e errs on the side of simplicity more often than not. However, it doesn't sit well with me as a DM with this particular clash of turn limitation vs. movement. Mainly because it is doesn't fit with other forms of movement and can cause a change in what happens in the story based on a creature's starting location more than its ability. My personal preference is to allow a jump if its distance* is within a creature's maximum available movement on a turn. So most creatures have 60 feet available (30 + Dash) while a human rogue would have 90 feet (30 + Dash + Dash). The creature starts its jump with whatever movement it has and must Dash with any available action or bonus action while in midair if it is needed to finish the jump. So no attacking in midair and then saying, "Oh gee, I ran out of movement!" Because of the house-ruled distance limitation based on total movement speed, the jump gets completed on the next turn, and the creature must use the Dash action if necessary to get the remaining movement to finish the jump. If the creature is knocked prone or is incapacitated and needed to use the Dash action to finish the jump's movement, they fall. It is definitely a more complex rule, but in this case, I believe it allows the creature's choices to be established based on their ability rather than how far they started from the jump's edge and prevents the creature from spending an entire turn in the air. And it rarely comes up anyway. *I also allow creatures to exceed their automatic jump distance with a successful Strength (Athletics) check with a DC equal to the distance in feet. Abilities that add to automatic jump distance, such as from the Champion or Thief, are added to the check, and the value of the check is doubled or tripled when the automatic jump distance is doubled or tripled (such as with [I]haste[/I]). [/QUOTE]
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Hang Time - What if you jump farther than your speed?
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