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Hang Time - What if you jump farther than your speed?
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<blockquote data-quote="jgsugden" data-source="post: 7461367" data-attributes="member: 2629"><p>You misunderstand my way. I'm not saying that a PC with 20 Strength and Move 30 would be able to DASH, move 50', then jump for 20' more in the same round. I would instead have that PC move 50' on the ground, begin to leap, move 10' more... and be in the air at the end of his round. Any attempts at abuses from this approach are fairly easily countered.</p><p>Nobody says it would take less time. It is the decision that the PC's that movement would happen to end over the chasm is deprived of distance they could normally cover by the artificial constraint of the round end. D&D is not a perfect real world simulation. We have to accept SOME limitations (such as having creatures move sequentially in 6 second bursts rather than simultaneously en masse), but we do not need to fall prey to all of the arbitrary ramifications.</p><p>Well, I'm evil to the core and it is step 1 in my 3 step plan to make profit.</p><p></p><p>Oh, and because chases often occur during combat when the enemy decides to flee, rather than die, but the PCs can't afford to let them go. This happens in a significant number of fights.</p><p></p><p>To me, the goal of the rules in an RPG is to not feel them, but have them work to move the story forward and control random chance w introduce into the story. In a perfect rule set, you'll feel like the rules and simply and efficiently resolve anything a character decides to do within the story. Telling a PC his jump is limited to 5' because he only has 5' of movement left in the round is a huge violation of the goal.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7461367, member: 2629"] You misunderstand my way. I'm not saying that a PC with 20 Strength and Move 30 would be able to DASH, move 50', then jump for 20' more in the same round. I would instead have that PC move 50' on the ground, begin to leap, move 10' more... and be in the air at the end of his round. Any attempts at abuses from this approach are fairly easily countered. Nobody says it would take less time. It is the decision that the PC's that movement would happen to end over the chasm is deprived of distance they could normally cover by the artificial constraint of the round end. D&D is not a perfect real world simulation. We have to accept SOME limitations (such as having creatures move sequentially in 6 second bursts rather than simultaneously en masse), but we do not need to fall prey to all of the arbitrary ramifications. Well, I'm evil to the core and it is step 1 in my 3 step plan to make profit. Oh, and because chases often occur during combat when the enemy decides to flee, rather than die, but the PCs can't afford to let them go. This happens in a significant number of fights. To me, the goal of the rules in an RPG is to not feel them, but have them work to move the story forward and control random chance w introduce into the story. In a perfect rule set, you'll feel like the rules and simply and efficiently resolve anything a character decides to do within the story. Telling a PC his jump is limited to 5' because he only has 5' of movement left in the round is a huge violation of the goal. [/QUOTE]
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Hang Time - What if you jump farther than your speed?
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