Double jump?

Infiniti2000

First Post
The barbarian in my group jumped across a chasm that was something like 30 feet across. He jumped and rolled, say, 4 squares but then said he would take a double jump (double move). He rolled another 4 squares or so and therefore made it across.

Is that legit? I didn't think so but I couldn't understand the reference to double moves in the jump rule and I think by RAW my player might have a point. I let it work in the game (the rule of cool and saying yes and all that) but said I would check back here. Thanks! :)
 

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It would only be legit if there was something in the middle for him to make the second jump from. If he failed, then he failed.
 

While I agree that its cool to say yes and makes for memorable gaming moments, I think the reference to a double move merely indicates that your jump distance must be included in your maximum move distance, otherwise it opens up jumping to movement abuse (everyone will start running 7 squares and then jumping 4+ more.) Sure you can technically move 5 squares and jump the 30 foot pit, but it takes a double move to achieve it.

But I may be wrong. . .:D
 

I think that clause is there to prevent people from falling after only the first six squares of a jump, should they spend a double move and roll high enough to get into their second move with that roll.

Frex;

Balder, human fighter, has an athletics check of +12. He makes an attack, and then runs and jumps away. He moves two squares for the running jump, then rolls an athletics check, and gets an 18+12, for 30 - enough to jump 6 squares! Unfortunately, he's already moved 2, so he only jumps a total of 4 squares - he can't exceed his speed with a jump, after all.

Later, Balder needs to clear a 5-square chasm. He uses a double move, and he moves two squares for the running start, and rolls an 18 again - again, he can move 6 squares as a jump. The difference here is that, since he used a double move, he doesn't stop his jump once he hits his speed of 6 total squares, and thereby fall into the chasm. He can keep going the extra 2 squares, taking that movement out of his second move action - and he can still move 4 squares after landing, if he so chooses.

If Balder somehow rolled a 55 or greater, allowing him to move 11+ squares with a single jump, he'd have to stop at the tenth - that plus the running start will meet his double-move speed of 12.

IOW, I'd let the player know that that's not how it's supposed to work.
 
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There is no move action called 'Jump.'

Jump is a skill-use you can do in the middle of movement. He can jump in the middle of a double-move, but he cannot double-jump like that. He can jump twice, but that's about it.
 


Consider giving the player a magical boon or a magical item that allows him to double jump. Basically, in mid air, the item or boon creates an invisible platform that lasts just long enough for the user to jump again. Encounter power, free action.

But no, better to leave it out of the core jumping mechanic.
 

Okay next time one of my players fall I'm definately asking this. Which is appropriate as I litterally left them with a cliff hanger.

Two players are holding on to the edge of a pit, and the others are fighting off the other parts of the death trap they just triggered. Also, one of my players has a knack for falling into holes, pits and off things.

Best thing a DM ever said to me: "Do you scream as you fall?"
 

I think that clause is there to prevent people from falling after only the first six squares of a jump, should they spend a double move and roll high enough to get into their second move with that roll.

Frex;

Balder, human fighter, has an athletics check of +12. He makes an attack, and then runs and jumps away. He moves two squares for the running jump, then rolls an athletics check, and gets an 18+12, for 30 - enough to jump 6 squares! Unfortunately, he's already moved 2, so he only jumps a total of 4 squares - he can't exceed his speed with a jump, after all.

Later, Balder needs to clear a 5-square chasm. He uses a double move, and he moves two squares for the running start, and rolls an 18 again - again, he can move 6 squares as a jump. The difference here is that, since he used a double move, he doesn't stop his jump once he hits his speed of 6 total squares, and thereby fall into the chasm. He can keep going the extra 2 squares, taking that movement out of his second move action - and he can still move 4 squares after landing, if he so chooses.

If Balder somehow rolled a 55 or greater, allowing him to move 11+ squares with a single jump, he'd have to stop at the tenth - that plus the running start will meet his double-move speed of 12.

IOW, I'd let the player know that that's not how it's supposed to work.

Great example. I cannot remember btw, in 3E he would have been able to complete the jump in the following round and would essentially be in the air,
Giant In the Playground Games
does it work this way in 4E or does he have to land within his movement speed.
 

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