A PC wants to jump over a 2-squares wide pit. He has a running start. Therefore, he must make an Athletic check, divide his result by 5 (and, I quote, "don't round the result" - PHB p.182), and that is the number of squares he jumps.
So if he rolls a 15, great, he made it. If he rolls a 10, he failed.
But what happens "in between" ? If he rolls a 14, he should jump 2,8 squares. Is that the same as 3 squares ? Or 2 squares ? Or something different ? What if he rolls 12 or 11 ? Supposing that after his jump he has no more movement left, in which square does he ends his movement ? How do you manage half-squares, or 1/5-squares, in combat ?
My first instinct is to use the basic D&D rule "Always round down". 15 makes it, but 14- means falling in the pit. But I'm confused by the bit about not rounding the result. Besides, a DC 15 for jumping over a 10-feet wide pit with a running start... that sounds too harsh. According to the DMG (with errata), that would make it a "Hard" DC for 1st level PCs, but it shouldn't.
Nothing in the errata. Help please ?
So if he rolls a 15, great, he made it. If he rolls a 10, he failed.
But what happens "in between" ? If he rolls a 14, he should jump 2,8 squares. Is that the same as 3 squares ? Or 2 squares ? Or something different ? What if he rolls 12 or 11 ? Supposing that after his jump he has no more movement left, in which square does he ends his movement ? How do you manage half-squares, or 1/5-squares, in combat ?
My first instinct is to use the basic D&D rule "Always round down". 15 makes it, but 14- means falling in the pit. But I'm confused by the bit about not rounding the result. Besides, a DC 15 for jumping over a 10-feet wide pit with a running start... that sounds too harsh. According to the DMG (with errata), that would make it a "Hard" DC for 1st level PCs, but it shouldn't.
Nothing in the errata. Help please ?