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<blockquote data-quote="Uni-the-Unicorn!" data-source="post: 9327233" data-attributes="member: 6909860"><p>I just read the rules again and the jump action describes what you can do with no check. If its longer or higher than the prescribed distance (or if there is an obstacle) then you need a check. Seems like we have been doing it correctly and feeling empowered all along!</p><p></p><p>[spoiler=Jumping]</p><h4>Jumping</h4><p>Your Strength determines how far you can jump (bold red emphasis mine):</p><p>.</p><p></p><p><strong><em>Long Jump.</em></strong> When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.</p><p></p><p>This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics" target="_blank">Athletics</a>) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. <strong><span style="color: rgb(184, 49, 47)">Otherwise, you hit it.</span></strong></p><p></p><p>When you land in <a href="https://www.dndbeyond.com/sources/basic-rules/adventuring#DifficultTerrain" target="_blank">difficult terrain</a>, you must succeed on a DC 10 Dexterity (<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics" target="_blank">Acrobatics</a>) check to land on your feet. Otherwise, you land <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone" target="_blank">prone</a>.</p><p></p><p><strong><em>High Jump.</em></strong> When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics" target="_blank">Athletics</a>) check to jump higher than you normally can.</p><p></p><p>You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.</p><p>[/spoiler]</p><p></p><p>In fact, the rules under ability scores support this as well (bold red emphasis mine):</p><p></p><p>[spoiler=Strength Checks]</p><h4>Strength Checks</h4><p>A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics" target="_blank">Athletics</a> skill reflects aptitude in certain kinds of Strength checks.</p><p></p><p><strong><em>Athletics.</em></strong> Your Strength (<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics" target="_blank">Athletics</a>) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:</p><p></p><ul> <li data-xf-list-type="ul">You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>You try to jump an unusually long distance or pull off a stunt midjump.</strong></span></li> <li data-xf-list-type="ul">You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.</li> </ul><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Uni-the-Unicorn!, post: 9327233, member: 6909860"] I just read the rules again and the jump action describes what you can do with no check. If its longer or higher than the prescribed distance (or if there is an obstacle) then you need a check. Seems like we have been doing it correctly and feeling empowered all along! [spoiler=Jumping] [HEADING=3]Jumping[/HEADING] Your Strength determines how far you can jump (bold red emphasis mine): . [B][I]Long Jump.[/I][/B] When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ([URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics']Athletics[/URL]) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. [B][COLOR=rgb(184, 49, 47)]Otherwise, you hit it.[/COLOR][/B] When you land in [URL='https://www.dndbeyond.com/sources/basic-rules/adventuring#DifficultTerrain']difficult terrain[/URL], you must succeed on a DC 10 Dexterity ([URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics']Acrobatics[/URL]) check to land on your feet. Otherwise, you land [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone']prone[/URL]. [B][I]High Jump.[/I][/B] When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ([URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics']Athletics[/URL]) check to jump higher than you normally can. You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height. [/spoiler] In fact, the rules under ability scores support this as well (bold red emphasis mine): [spoiler=Strength Checks] [HEADING=3]Strength Checks[/HEADING] A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics']Athletics[/URL] skill reflects aptitude in certain kinds of Strength checks. [B][I]Athletics.[/I][/B] Your Strength ([URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics']Athletics[/URL]) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: [LIST] [*]You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. [*][COLOR=rgb(184, 49, 47)][B]You try to jump an unusually long distance or pull off a stunt midjump.[/B][/COLOR] [*]You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. [/LIST] [/spoiler] [/QUOTE]
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