D&D 5E Sage Advice Compendium updated

It is worth pointing out, I adjudicated jumps based on a ‘feel’ for the rules. But when needing to spell out explicitly what this ‘feel’ is sensing, I needed to consult three completely different sections of the PH to put it all together. Using Abilities (Strength), Adventuring (Special Movement), and Combat (Combat Actions). One would think ‘jump’ is a fairly normal thing to do during adventures. It would help if all of this information about Jump was all on one page for easy consulting. Preferably as a section of the Athletics skill, to spell out more clearly, what that skill is for.
 

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As a DM, I rule that whatever distance you can jump you can cover in your move action. You have the jump spell and you can jump 45ft? Congratulations, you can cover the distance with your move action.

Also, I consider the jump distances set by your strength score as the distance you can hit without a check. Anything over than starts at DC 10 and DC goes up 1 per extra foot (or goes up 3 per every extra foot).
 

I consider the jump distances set by your strength score as the distance you can hit without a check. Anything over than starts at DC 10 and DC goes up 1 per extra foot (or goes up 3 per every extra foot).

That seems fair enough for a fantasy setting.

A character with 20 Strength, can make a 30-feet long jump for only DC 20 (Hard), thus cover reallife olympic records relatively reliably. Here, I would want to make it tougher. But this sounds fine.

Similarly, this character can make a Nearly Impossible 40-feet for DC 30. Here I would want to be more generous, so I could see 50 feet every once in a while.

Probably any jump distance beyond 30 feet needs to spend the action as well as the move (to Dash an extra movement).

Also, counting each foot individually involves too much spacial minutia for Theater of the Mind style. And it is in Mind Style where jumps like this are more vivid, exciting and fun. Rather than counting ‘feet’, I would probably rather think in terms of Close (30 feet) versus Distant (beyond 30 feet). Thus simplify the check difficulties accordingly. Thus Hard 20 DC to reach up to the edge of Close, and Near Impossible 30 DC to go Distant beyond it.

Nevertheless, the scope of your numbers seem reasonable, and if playing Grid Style, workable.
 
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Pretty sure when I looked at it last month, the only thing updated was the PHB errata, not the Sage Advice itself. At least I do not remember any color-coded new entries in the Compendium last month.
v2.1 of the compendium was released last month. I know because I updated the files in my D&D Facebook groups. The highlighted entries were:
*eldritch knight and true strike
*monks and darts
*monks replacing Elemental Attunement
*rogue's Reliable Talent
*sorcerer's Empowered Spell and Twinned Spell
*Dual Wielder
*Polearm Master
*Savage Attacker
*Surprise with more than two sides
*Can Dash and expeditious retreat stack
*Readied actions
*Shoving with TWF
*Dragon breath weapons
*Disarming w/o the battle master maneuver
*Casting a spell with multiple targets
*blinding smite
*heroism
*identify
*sanctuary and grapple
*Tasha's hideous laughter
*Damage from Shadows

EDIT: Actually, now that I think about it, the Sage Advice Compendium was updated in August as well, with v2.0. That was the first time they started highlighting new additions. See here: http://dnd.wizards.com/articles/sage-advice
 
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I wish he would give a straight answer to what happens if you attempt to jump further than your speed allows. Fall or end the turn in midair?

I think the RAI is that you continue your jump in the next round. Because, you know, rounds are an abstraction to split time into segments so that everyone has a general idea on what they can do each turn, but it's not really like physical time is a clockwork...

Or to put it another way, suppose we found out that he did intend that a jump could continue over multiple turns. What part of his statement in SA would be incorrect?

I wouldn't say it's incorrect but he just forgot to mention "in a round" to be more clear.

The RAI of the Jump spell is to make you jump farther not to make you move faster, and that's why the SA tells you that you can't use additional distance granted by Jump to move a longer distance in a round that you normally would. But it's still meant to make you jump farther, and it makes no sense to think there is an invisible time boundary every 6 seconds which stops everybody's jumps mid-air and makes them fall (like there isn't when you are free-falling from a height, even tho you can count how many rounds it takes).
 

It is worth pointing out, I adjudicated jumps based on a ‘feel’ for the rules. But when needing to spell out explicitly what this ‘feel’ is sensing, I needed to consult three completely different sections of the PH to put it all together. Using Abilities (Strength), Adventuring (Special Movement), and Combat (Combat Actions). One would think ‘jump’ is a fairly normal thing to do during adventures. It would help if all of this information about Jump was all on one page for easy consulting. Preferably as a section of the Athletics skill, to spell out more clearly, what that skill is for.

Not to mention that probably a game doesn't even need more than a sentence to rule about jumping.
 

‘Limited’ is the opposite of infinite. If you can only move 30 feet, you probably cant jump 300 feet, but you might be able to jump 40 feet.

YOU might be able to. But not a single character in 5e can without some other exception (like "magic!") because your jump is clearly, unambiguously capped at your move speed just as much as it is clearly, unambiguously capped by your STR mod.

I am not in any disagreement that 5e does not perfectly model physics.

If you want a house rule, then make a house rule. I support that as well.
 

Blue, I believe that in the line "Your jump is limited by how far you can move" you are interpreting "jump" as the total distance from leap to land, and "move" as the distance you can move in your turn. Given the context, I'd say both could instead refer to the distance you jump and the move you have available in some time interval, like a turn. The point of that first paragraph would just be to reiterate that you have to use your movement to jump, just like when you walk or fly. Everywhere else in the answer, when he talks about your speed limiting your jump distance it is always "on your turn."

Maybe you want to argue that "jump" can only mean the total distance of the jump, and not the distance moved in some time interval. If you have a convincing argument for that I'd be happy to hear it.

What happens when a jump spell gives a creature a jump distance greater than its walking speed?

Your jump is limited by how far you can move; each foot jumped uses a foot of movement. You can take the Dash action if you want to extend how far you can move on your turn.

For example, if you have a Strength score of 15, you can normally leap 15 feet when you make a long jump if you move at least 10 feet immediately beforehand. If the jump spell is cast on you, that potential jump distance is tripled. That’s a jump of 45 feet! If your speed is 30 feet, you can use only 30 feet of that jump distance on your turn, unless you take the Dash action, which allows you to leap the full 45 feet.
 

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