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<blockquote data-quote="5ekyu" data-source="post: 7482024" data-attributes="member: 6919838"><p>I took the combination of them putting the jump farther in the same section where they put most of the other skill checks to be obvious - this is just another use of a skill check, nothing special, nothing requiring extra hoops etc etc. Its showing you *how being skilled at athletics* can be used to help you get more than normal. Two 5th level fighters with Str 15 can both attempt to jump 18' but the one who is prof in athletics gets +3 to that check which is significant.</p><p></p><p>So, I went be requiring pogo sticks to be added in to try this any more than I require extra props for tracking checks or insight checks.</p><p></p><p>This combined with the base jump rules tells me the jump distances are not some max cap that you need props to be but that the jump distances provide are the guaranteed safe minimums - the auto-success limits.</p><p></p><p>As for taking extra time, absolutely... one of the core elements of 5e is the idea that advantage is gained when two people work together for many things. A GM who sees this as "extra resources" is still in the same spirit. Maybe part of the extra time is picking the best route, angle and timing or doing some run ups to spot slick spots. Ever see golfers taking time looking at a putt from different angles? </p><p></p><p>Folks can pile tons of import on one line or two in the intros and go down whatever path to GM dogma they want, but in the end to me it's best when the player decides the what but the character is the how as that keeps the task-level success/fail at character level and the goal-focused success/fail at the player level. You the player dont have to be good enough at ABCs to know what to tell me as GM about specifically how your very skilled at ABC goes about doing ABC. </p><p></p><p>So, you want to jump 18'instead of 15' - here's the DC (circumstances) and if there are things that help you might get advantage. After that, on a failed roll I might use "you fall short" or I might use made it but (progress with setback - PHB) or even success at cost (DMG). It's never a bad thing for a GM to remember that a failure on the skill check per RAW in PHB does not mean "failure at the task" period.</p><p></p><p>Consider... the 15' jump is not only guaranteed but is a part of movement, doesn't take an action, doesn't leave you prone, doesn't leave you clinging to the side of a cliff needing climb checks etc. </p><p></p><p>So, "fail and dont make the extra 3 feet" (or requiring pogo stick of intro text dodging) seems a very rigid and limited scope that may be dead spot on the gameplay preferences for some but not all but certainly not required by RAW.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7482024, member: 6919838"] I took the combination of them putting the jump farther in the same section where they put most of the other skill checks to be obvious - this is just another use of a skill check, nothing special, nothing requiring extra hoops etc etc. Its showing you *how being skilled at athletics* can be used to help you get more than normal. Two 5th level fighters with Str 15 can both attempt to jump 18' but the one who is prof in athletics gets +3 to that check which is significant. So, I went be requiring pogo sticks to be added in to try this any more than I require extra props for tracking checks or insight checks. This combined with the base jump rules tells me the jump distances are not some max cap that you need props to be but that the jump distances provide are the guaranteed safe minimums - the auto-success limits. As for taking extra time, absolutely... one of the core elements of 5e is the idea that advantage is gained when two people work together for many things. A GM who sees this as "extra resources" is still in the same spirit. Maybe part of the extra time is picking the best route, angle and timing or doing some run ups to spot slick spots. Ever see golfers taking time looking at a putt from different angles? Folks can pile tons of import on one line or two in the intros and go down whatever path to GM dogma they want, but in the end to me it's best when the player decides the what but the character is the how as that keeps the task-level success/fail at character level and the goal-focused success/fail at the player level. You the player dont have to be good enough at ABCs to know what to tell me as GM about specifically how your very skilled at ABC goes about doing ABC. So, you want to jump 18'instead of 15' - here's the DC (circumstances) and if there are things that help you might get advantage. After that, on a failed roll I might use "you fall short" or I might use made it but (progress with setback - PHB) or even success at cost (DMG). It's never a bad thing for a GM to remember that a failure on the skill check per RAW in PHB does not mean "failure at the task" period. Consider... the 15' jump is not only guaranteed but is a part of movement, doesn't take an action, doesn't leave you prone, doesn't leave you clinging to the side of a cliff needing climb checks etc. So, "fail and dont make the extra 3 feet" (or requiring pogo stick of intro text dodging) seems a very rigid and limited scope that may be dead spot on the gameplay preferences for some but not all but certainly not required by RAW. [/QUOTE]
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