MechaPilot
Explorer
While working on some homebrew material I was confronted with the question of what to do when a character or monster jumps and the distance they can jump is longer than their remaining movement.
I see a few potential decisions people can make here:
1) You can't go farther than your movement. If you have no movement remaining when you're in mid jump, you fall. Example: If you can jump 40 feet and you can move 30 feet, then you can really only jump 30 feet.
2) You have to make a Strength (Athletics) check to cover the remaining distance, failure means falling when you've expended all your movement for the round.
3) The jump continues from one round to the next, with the character effectively hanging in the air until her next turn, whereupon the remainder of the jump uses up some or all of your movement.
I realize it's pretty rare for this to come up in most games (unless perhaps a PC has boots of striding and springing) but I was curious how you handle it.
I see a few potential decisions people can make here:
1) You can't go farther than your movement. If you have no movement remaining when you're in mid jump, you fall. Example: If you can jump 40 feet and you can move 30 feet, then you can really only jump 30 feet.
2) You have to make a Strength (Athletics) check to cover the remaining distance, failure means falling when you've expended all your movement for the round.
3) The jump continues from one round to the next, with the character effectively hanging in the air until her next turn, whereupon the remainder of the jump uses up some or all of your movement.
I realize it's pretty rare for this to come up in most games (unless perhaps a PC has boots of striding and springing) but I was curious how you handle it.