Maxperson
Morkus from Orkus
Hmm. It could be shortened to.Yes.
Step 1: find a source of uranium.
Step 2: invent calculus.
(spoiler: there are a LOT of steps)
Step 1: Yes.
Step 2: BOOM!
Step 3: Roll up a new character.
Hmm. It could be shortened to.Yes.
Step 1: find a source of uranium.
Step 2: invent calculus.
(spoiler: there are a LOT of steps)
Or die of radiation poisoning on step 32,718.Hmm. It could be shortened to.
Step 1: Yes.
Step 2: BOOM!
Step 3: Roll up a new character.
Like I said, formal rules. There are already formal rules on how high you can jump. What's your Strength score? Is it high enough so you can jump approximately 239,000 miles?You should have bet me. I'd have gone with "Jump to the moon."![]()
Wouldn't that just start a Gamma World campaign?Or die of radiation poisoning on step 32,718.
“You could roll up a new character and start over…?”
The athletics skill explicitly has jump farther than normal as one of the examples, but doesn't specify how far. The DM is supposed to say yes, right?Like I said, formal rules. There are already formal rules on how high you can jump. What's your Strength score? Is it high enough so you can jump approximately 239,000 miles?
...Did you not actually read what I wrote three times already? Specifically, that it's not about always saying yes. It's about making up mechanics for things that don't already have rules.The athletics skill explicitly has jump farther than normal as one of the examples, but doesn't specify how far. The DM is supposed to say yes, right?
Where is this advice in the DMG to always say yes no matter what?
This is covered by the rules. The players decide what they want to do, and the DM decides if an ability check is required and if so it is rolled.I said if there's no formal rule. There's already formal rules about movement. You need either a flying speed or something that has a flying speed that you can ride on in order to fly. Merely having a skill like Athletics doesn't grant any sort of movement type.
But, as an example involving movement, to the best of my knowledge there are no rules in this edition about moving in the vacuum of space. I don't mean the Astral Plane; I mean literal space, the place with stars and planets and the like. So if the PCs somehow find themselves in outer space, the DM would have to make up rules for them to move around. The DM shouldn't just say "It's not in the books, so you're suck in L5 orbit forever until your air runs out. Too bad, roll up a new character."
I already know the DM can make house rules if he wants to. You said that the intro section of the DMG says that the DM should find a way to make what the players try happen. Can you quote that please? The intro section in my DMG is 3 paragraphs long and says nothing like that....Did you not actually read what I wrote three times already? Specifically, that it's not about always saying yes. It's about making up mechanics for things that don't already have rules.
As I said, the athletics skill allows for unusually long jumps. How long? The rules..............do.................not...................say. So theoretically if I'm supposed to find a way to make it happen, the rule for jumping to the moon is already there, kinda sorta.There are already rules about jumping. I don't need to make up mechanics for it.
Didn't read enough, because The Dungeon Master is a subheader under Introduction. The actual Introduction is quite a bit longer than three paragraphs.I already know the DM can make house rules if he wants to. You said that the intro section of the DMG says that the DM should find a way to make what the players try happen. Can you quote that please? The intro section in my DMG is 3 paragraphs long and says nothing like that.
Note that while it says that how to determine the outcome of the action is up to you, it doesn't say "don't let them do it unless you want them to."Part 3: Master of Rules
The rules don't account for every possible situation that might arise during a typical D&D session. For example, a player might want his or her character to hurl a brazier full of hot coals into a monster's face. How you determine the outcome of this action is up to you. You might tell the player to make a Strength check, while mentally setting the Difficulty Class (DC) at 15. If the Strength check is successful, you then determine how a face full of hot coals affects the monster. You might decide that it deals 1d4 fire damage and imposes disadvantage on the monster's attack rolls until the end of its next turn. You roll the damage die (or let the player do it), and the game continues.
The rules for Jumping tell you how far you can long or high jump. As you say, there's nothing that says what to do if you want to jump beyond that limit. However, since jump allows you to triple your distance, it's clear that any unusually long jump of that length would require magic. Additionally, each foot of movement you jump costs one foot of movement, so you would need to have a walking speed of whatever 238,900 miles converted to feet per round is in order to jump to the moon. And if you don't have that speed, then you would fall at the end of your turn.As I said, the athletics skill allows for unusually long jumps. How long? The rules..............do.................not...................say. So theoretically if I'm supposed to find a way to make it happen, the rule for jumping to the moon is already there.