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First, you'd need some supernatural explanation for 60 feet, or even 40-50 feet. Second, what kind of party do you think will waste a slot on misty step when Joe over there can just jump over 10 million times for free? A strong fighter jumping isn't competing with misty step, he's superior to it since it doesn't use up a precious slot.
yes.

world record for long jump is 30ft.
if we take 3E math it's DC 30.
as it is your best effort, that would be natural 20 for Athletics with +10 bonus

Fighter can get +10 at 13th level(+5 STR, +5 proficiency) or at 5th level with expertise(+4 STR, +3 prof, +3 expertise)
so 5th level fighter breaks world record 5% of the time and at 9th level, +5,+4,+4 for total of +13 breaks record 20% of the time.
 

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yes.

world record for long jump is 30ft.
if we take 3E math it's DC 30.
as it is your best effort, that would be natural 20 for Athletics with +10 bonus

Fighter can get +10 at 13th level(+5 STR, +5 proficiency) or at 5th level with expertise(+4 STR, +3 prof, +3 expertise)
so 5th level fighter breaks world record 5% of the time and at 9th level, +5,+4,+4 for total of +13 breaks record 20% of the time.
It's not a check it's strength score, unless "You try to jump an unusually long distance."

Champion fighter with 20 strength at level 3 will be jumping automatically up to either 25' or 30' whenever they do a long jump
 

It's not a check it's strength score, unless "You try to jump an unusually long distance."

Champion fighter with 20 strength at level 3 will be jumping automatically up to either 25' or 30' whenever they do a long jump
Right, which is why I have a roll for athletics and divide the result by 3. At the upper end of 31(assuming no expertise or class abilities), that makes the longest jump +10 feet or 30 feet total. Seems to be right on track for the DC jump @Horwath posted. And of course by 2014 rules.
 
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yes.

world record for long jump is 30ft.
if we take 3E math it's DC 30.
as it is your best effort, that would be natural 20 for Athletics with +10 bonus

Fighter can get +10 at 13th level(+5 STR, +5 proficiency) or at 5th level with expertise(+4 STR, +3 prof, +3 expertise)
so 5th level fighter breaks world record 5% of the time and at 9th level, +5,+4,+4 for total of +13 breaks record 20% of the time.
I don't know if 3.0 was different from 3.5 here but That bold stuff is wrong for 3.5 at least. A 3.x fighter could get +10 to jump much nooner than level 13
ACQUIRING SKILL RANKS
Ranks indicate how much training or experience your
character has with a given skill. Each of his or her skills
has a rank, from 0 (for a skill in which your character has
no training at all) to a number equal to 3 + character level
(for a character who has increased a skill to its maximum
rank).
When making a skill check, you add your skill ranks
to the roll as part of the skill modifier, so the more ranks you
have, the higher your skill check result will be.
[/spoiler]
A PC only needed level 7 for +10 from skill ranks if a skill was a class skill. That dc30 got easier still for a couple reasons though. In no particular order...
  • The fact that +2/+4/etc attribute items were fairly common & could be reasonably expected to have a +2 before or soon after level 7 if they did not already have one. That could bring the requirement on the roll or the skill bonus down by a point through having +5 from str in
  • "Skill kits" could add a +2 circumstance bonus, they were described on phb129 & I'd be surprised if there wasn't some bit of adventuring gear type mundane equipment for jump in some splatbook.
  • PHB77 "Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks. "
Just the PHB alone puts +10 to jump in 3.5 available at level five. through 5 ranks of jump 5 ranks of tumble (now +7 jump from synergy) & a downright sub par 16 strength to bring the total up to +10 without any jump specific equipment. A level 13 fighter with 5 ranks in tumble maxed jump & a 20 or (more likely) 22 in strength could theoretically have somewhere around +23 or +24 jump.

That DC30 could be made even easier if the party can make it so there's no real penalty for failure because
Checks without Rolls
A skill check represents an attempt to accomplish some goal, usually
while under some sort of time pressure or distraction. Sometimes,
though, a character can use a skill under more favorable conditions
and eliminate the luck factor.
Taking 10: When your character is not being threatened or dis-
tracted, you may choose to take 10. Instead of rolling 1d20 for the
skill check, calculate your result as if you had rolled a 10. For many
routine tasks, taking 10 makes them automatically successful. Dis-
tractions or threats (such as combat) make it impossible for a
character to take 10. In most cases, taking 10 is purely a safety
measure —you know (or expect) that an average roll will succeed
but fear that a poor roll might fail, so you elect to settle for the
average roll (a 10). Taking 10 is especially useful in situations where
a particularly high roll wouldn’t help (such as using Climb to ascend
a knotted rope, or using Heal to give a wounded PC long-term care).
For example, Krusk the barbarian has a Climb skill modifier of +6
(4 ranks, +3 Strength modifier, –1 penalty for wearing studded
leather armor). The steep, rocky slope he’s climbing has a Climb DC
of 10. With a little care, he can take 10 and succeed automatically.
But partway up the slope, a goblin scout begins pelting him with
sling stones. Krusk needs to make a Climb check to get up to the
goblin, and this time he can’t simply take 10. If his player rolls 4 or
higher on 1d20, he succeeds.

Taking 20: When you have plenty of time (generally 2 minutes
for a skill that can normally be checked in 1 round, one full-round
action, or one standard action), you are faced with no threats or
distractions, and the skill being attempted carries no penalties for
failure, you can take 20. In other words, eventually you will get a 20
on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill
check, just calculate your result as if you had rolled a 20. Taking 20
means you are trying until you get it right, and it assumes that you
fail many times before succeeding. Taking 20 takes twenty times as
long as making a single check would take. Since taking 20 assumes
that the character will fail many times before succeeding, if you did
attempt to take 20 on a skill that carries penalties for failure (for
instance, a Disable Device check to disarm a trap), your character
would automatically incur those penalties before he or she could
complete the task (in this case, the character would most likely set
off the trap). Common “take 20” skills include Escape Artist, Open
Lock, and Search.
For example, Krusk comes to a cliff face. He attempts to take 10,
for a result of 16 (10 plus his +6 skill modifier), but the DC is 20, and
the DM tells him that he fails to make progress up the cliff. (His
check is at least high enough that he does not fall.) Krusk cannot
take 20 because there is a penalty associated with failure (falling, in
this case). He can try over and over, and eventually he may succeed,
but he might fall one or more times in the process. Later, Krusk
finds a cave in the cliff and searches it. The DM sees in the Search
skill description that each 5-foot-square area takes a full-round
action to search, and she secretly assigns a DC of 15 to the attempt.
She estimates that the floors, walls, and ceiling of the cave make up
about ten 5-foot squares, so she tells Krusk’s player that it takes 1
minute (10 rounds) to search the whole cave. Krusk’s player gets a
result of 12 on 1d20, adds no skill ranks because Krusk doesn’t have
the Search skill, and adds –1 because that is Krusk’s Intelligence
modifier. His roll fails. Now the player declares that Krusk is going
to search the cavern high and low, taking as long as it takes. The DM
takes the original time of 1 minutes and multiplies it by 20, for 20
minutes. That’s how long it takes for Krusk to search the whole cave
in exacting detail. Now Krusk’s player treats his roll as if it were 20,
for a result of 19. That’s good enough to beat the DC of 15, and
Krusk finds an old, bronze key discarded under a loose rock.
If that hypothetical level 5 fighter I mentioned can take 20 through a highjump & ally willing to catch a harness & rope or whatever for longjump they could just make the dc30 without even needing to roll the d20. A first level fighter starts with 2+[int mod x4]skill points & then got 2+int mod every level after that making it fairly trivial to get both of those to 5 by 5th plus invest in some other skills with just a 12 or 14 in intelligence. Given the int13 requirement on combat expertise* it was almost guaranteed to have one of those on a fighter who would be picking up their sixth feat at level 6(probably jumping off to a PrC with five feats at 6 or six feats at 7)

* For those who don't know CE was a prerequisite for a ton of extremely powerful martial feats.
 

If you want to be able to do jumps like that, there is a class for it: monks.

The idea that every class should be able to copy or mirror everything another class can do bothers me. I don't want a homogenized game, and I don't want a D&D game where fighters are Goku.

Why shouldn't wizards be able to have 200 HP? Why shouldn't monks be able to wear plate mail? Why shouldn't rogues be able to make eight melee attacks in a single turn?
i'm convinced part of what constantly undermines the capabilities of martials as a whole is this insistence on splitting up all their capabilities into class exclusive abilities, oh no you can't jump better than average or have significant movement bonuses because that's exclusively something for the monk to be able to do, d12 hit die is only for the barbarian never the fighter, nobody else can have any sneak attack because that's the rogue's thing.

meanwhile casters share (it seems) like 80% of their spell lists with any other caster of the same energy source and a whole host of other spells with the others yet all manage to be distinct, the cleric isn't the only one who gets cure wounds, the wizards isn't the only one with fireball, bard exclusive hypnotic pattern.
 
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i'm convinced part of what constantly undermines the capabilities of martials as a whole is this insistence on splitting up all their capabilities into class exclusive abilities, oh no you can't jump better than average or have significant movement bonuses because that's exclusively something for the monk to be able to do, d12 hit die is only for the barbarian never the fighter, nobody else can have any sneak attack because that's the rogue's thing.
I just don't agree that martial classes are at a disadvantage in 5e. I think fighter and barbarian are very strong classes, rogues are average, and monks are weak (but not for long).

And "all their capabilities" are not split up into class exclusive abilities. For instance, they are all good at dealing damage on demand. Fighters and barbarians are both good at tanking. Rogues and monks are both mobile. Etc. But some capabilities are class specialities, which is good. It's good to have variety and different flavours to choose between. Sneak attack is the rogue's thing. If you must have it, take a level in rogue. Same for rage, action surge, step of the wind, etc.

If you want a pick and choose game where there are no classes and players each craft their own bespoke characters, then those games exist. I've played them. I've found that they tend to get very homogenous, as players work out the optimal combinations. For this genre, I prefer D&D's system where there are classes with meaningful distinctions.
meanwhile casters share (it seems) like 80% of their spell lists with any other caster of the same energy source and a whole host of other spells with the others yet all manage to be distinct, the cleric isn't the only one who gets cure wounds, the wizards isn't the only one with fireball, bard exclusive hypnotic pattern.
Yes, they all use spells, just as martial classes all rely on weapon attacks. And yes, there is some overlap between spell lists. There are still many class exclusive features, but I agree that casters tend to be more homogenous. I think that's a bad thing, though I think you are overstating it (with the exception of sorcerers, who I would cut entirely or make a sub-class).

I think one of the appealing features of the martial classes is that sub-class allows you to tailor your experience, so that there is much more variety within them. An echo knight, battle master, and eldritch knight do not play remotely the same.
 


Right, which is why I have a roll for athletics and divide the result by 3. At the upper end of 31(assuming no expertise or class abilities), that makes the longest jump +10 feet or 30 feet total. Seems to be right on track for the DC jump @Horwath posted. And of course by 2014 rules.
Walk thru your tables process of making a Jump check, for 10 feet, 20 feet, 30 feet , and 40 feet, each?

Also, clearing a height with a Jump, maybe 5 feet, 10 feet, and 15 feet?
 

Walk thru your tables process of making a Jump check, for 10 feet, 20 feet, 30 feet , and 40 feet, each?

Also, clearing a height with a Jump, maybe 5 feet, 10 feet, and 15 feet?
I mean, you just quoted the process. And I said barring expertise or some class ability, it caps out at 30 feet
 

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