• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

RAW double jump

Right, that was discussed above. You successfully killed the possibility by pointing out the readied action restriction ;)

Is there a Warlord in the party?

On the Eladrin's turn, he Readies a Fey Step for when the destination is within range.

On the Warlock's turn, the Warlock uses Knight's Move to grant the Eladrin a Move action. The Eladrin jumps, and when he's at the peak of his vertical jump, the Readied action triggers. It's the Warlord's turn, so the "not on your own turn" restriction doesn't prevent the Fey Step.

-Hyp.
 

log in or register to remove this ad

Nice find, Hypersmurf :)

I suppose the same trick would work with a Paladin or Cleric who has the Corellon's Grace feat when an ally spends an action point.
 

I think the RAI is crystal clear...

I agree. ;)

...and the RAW does not contradict it.

It doesn't necessarily contradict - but it also doesn't define; leaving the example I gave above as a valid choice.


You can use a double move to extend the maximum distance you can move, but in no way does doing so extend the actual distance jumped - with or without a second roll.

The jump check specifically describes the maximum distance (or height) of the jump.
The maximum move (either single or double) determines the maximum distance of the move.

RAW does state how far/high you can jump with a single check. It doesn't imply a "maximum" which would apply to other conditions/actions affecting movement during or after that jump.


Making the jump as part of a double move (not a double jump) allows you to use the full jump distance, but doesn't make the jump itself any longer.

This is the part that RAW does not define. Again, I don't contend what was intended or implied.
But I still have yet to see another strict reading of the RAW which disallows this.


Example:
Character with a move of 6 moves 4 squares and jumps, rolling a modified 20. This gives him four squares of 'distance cleared'. But because that would exceed his total move of 6, he stops after two squares and falls to the ground. However, if he had made this jump as part of a double move, his total move distance is 12 and thus he moves the intial 4 squares, jumps 4 squares and still has 4 squares of movement left.

The intention is even more clear with the long jump, vs. the high jump, I agree.


The meaning of 'end your move in mid-air' refers only to the point at which your first 'move' ends and in no way implies that you can roll an additional jump to extend that first jump.

Where is it implied that you cannot?


It merely says that you don't automatically fall to the ground at that point - as you would if you were not making a double move.

Exactly.
And a double move does not change your turn into a single move action...


That said - in the interest of 'cool' (however that is defined) I am willing to allow some flexibility in the rules. Certainly not jumping again mid-jump. That is, imho, ludicrous.

Fair enough :)

However I have no problem with a character, for example, jumping and then attacking at the end of their jump (and falling to the ground after the attack). Thus I likewise would allow a character to jump and teleport...
By RAW you cannot do this (barring odd item properties or other exceptions I'm not aware of).
Carl


Agreed on this pont. I think the RAW should be edited to allow for the jump+attack, and similar things.

They could remove the reading of the Jump RAW which allows for the double jump by adding what your clarification (or the one I posted earlier).
 

Why? Because it's freaking cool. It burns an encounter power and takes two actions. If this happened in a combat encounter I would absolutlely allow it: it's cinematic and not overpowered at all. Out of combat I guess I can see how a DM might be annoyed that the low level PCs overcome a somewhat difficult challenge this way, but so what. It's fun and cool and looks neat.

As a line of reasoning, I find this perfectly acceptable.

My only concern here would be the law of unintended consequences out of combat, as you had already observed. If you use a level appropriate adventure that had a chasm as an obstacle, this could break that part of the adventure. The stated distance might make it impossible, but if you have an Eladrin in the party, the challenge is suddenly much more trivial. It may not come up at all if you write your own adventures and keep this complication in mind, but the guy who wrote the adventure has no way to anticipate unusual rules interpretations.

To that end, I would probably request a 2nd Athletics or Acrobatics check at a DC equal to the jump check they would have to clear at a minimum to make the 'half way point' in the jump.

END COMMUNICATION
 
Last edited:

As a line of reasoning, I find this perfectly acceptable.

My only concern here would be the law of unintended consequences out of combat, as you had already observed. If you use a level appropriate adventure that had a chasm as an obstacle, this could break that part of the adventure. The stated distance might make it impossible, but if you have an Eladrin in the party, the challenge is suddenly much more trivial. It may not come up at all if you write your own adventures and keep this complication in mind, but the guy who wrote the adventure has no way to anticipate unusual rules interpretations.

To that end, I would probably request a 2nd Athletics or Acrobatics check at a DC equal to the jump check they would have to clear at a minimum to make the 'half way point' in the jump.

END COMMUNICATION

Isn't that punishing the players for trying to use the abilities they have?

I still say this whole thing falls within RAW.
Jump is part of a move action.
You move (move action) 2 squares and then 1 square forward and up (using jump) then use another move action to teleport. The rest of jump doesn't even come into play unless your jumping further then your speed.

Of course it would probably be easier for the player to just boost the Eladrin on their shouldars and then he could teleport from there.
 

I guess it has the potential to sort of work if you don't use all of your movement by the end of the move action in which you jump. But then you're into semantics - does "run out of movement" mean that you've moved as far as you possibly can in that action, or does it mean that you end your move action in the air? That one's debatable, in my opinion. One could argue that you run, jump, then forfeit the rest of your movement before you land, which means that you've "run out of movement", since you gave up the rest of it. I'll not try to say it isn't convoluted and rules-lawyery and semantic, because it totally is. Just expressing some thoughts.

Of course, as before, I'd probably allow the jump+teleport or jump+attack bit in my game, though depending on the situation I might throw in a supplementary check to "hit" the maximum height of the jump or whatever, or a penalty to the attack, or something. But that's house rules ;)
 

Into the Woods

Remove ads

Top