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Double jump?
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<blockquote data-quote="Siberys" data-source="post: 5089551" data-attributes="member: 30619"><p>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.</p><p></p><p>Frex;</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>IOW, I'd let the player know that that's not how it's supposed to work.</p></blockquote><p></p>
[QUOTE="Siberys, post: 5089551, member: 30619"] 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. [/QUOTE]
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