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Hang Time - What if you jump farther than your speed?
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<blockquote data-quote="smbakeresq" data-source="post: 7458110" data-attributes="member: 28301"><p>The rules were squished into an artificial construct of a turn being a move, action and bonus action in some order then a stoppage in time. The stoppage in time doesn’t really exist, it’s a bookkeeping convenience.</p><p></p><p>The player with 30’ speed who wants to attack (an action) and then run 20’ to the cliff and jump 20 over to the other cliff edge (2 moves) wouldn’t stop 10’ short to give himself a running start next turn. It would all be one continuous loop.</p><p></p><p>Of course as DM in that situation to me the player would be in the air 10’ over the chasm with the mini on a die at then end of his turn, free to be attacked with no shield bonus for any shield and and no DEX to AC penalty unless you made an acrobatics check to twist in air. You first action on your next turn would be a move action straight ahead to complete jump and then you go from there. </p><p></p><p>Seems simple enough to me and you want players to always be rolling those dice for those skill checks to reward their investment or penalize their neglect.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7458110, member: 28301"] The rules were squished into an artificial construct of a turn being a move, action and bonus action in some order then a stoppage in time. The stoppage in time doesn’t really exist, it’s a bookkeeping convenience. The player with 30’ speed who wants to attack (an action) and then run 20’ to the cliff and jump 20 over to the other cliff edge (2 moves) wouldn’t stop 10’ short to give himself a running start next turn. It would all be one continuous loop. Of course as DM in that situation to me the player would be in the air 10’ over the chasm with the mini on a die at then end of his turn, free to be attacked with no shield bonus for any shield and and no DEX to AC penalty unless you made an acrobatics check to twist in air. You first action on your next turn would be a move action straight ahead to complete jump and then you go from there. Seems simple enough to me and you want players to always be rolling those dice for those skill checks to reward their investment or penalize their neglect. [/QUOTE]
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Hang Time - What if you jump farther than your speed?
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