Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Hang Time - What if you jump farther than your speed?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jgsugden" data-source="post: 7461502" data-attributes="member: 2629"><p>Which is WHY we should not limit the PCs actions by the artificial constraint of the round. The PC is unaware of it, so should not be constrained by it. Think through the story without the artificial constraints of the game and adjust accordingly.</p><p></p><p>Example: PC A and B are - mid-combat - chasing a fleeing enemy. The enemy leaps across a slightly less than 20' wide chasm. A and B each move 30' on a normal move, and have a 20 strength - enough to clear the chasm on a running start under the basic rules. A is 20 feet from the chasm at the start of his turn, B is 50. A can DASH, leap over the chasm and move 60' closer to the enemy by the end of his round. B, under your view of the rules, would fall into the chasm if he tried to leap (because he can only leap 10' due to the artificial constraint of the round and his distance from the chasm), so he has to stop. So he falls 10' further behind - at best - for no real good story reason. Slowing him down might also allow enemies to catch up to him, etc... You don't really need to do so - you can work around it easily. If you don't think the story would call for the hero to be in the sky for a prolonged period - fine. Treat the PC for purposes of the attacks as if he was on one side of the pit or the other while allowing the figure to make the progress he would have made. </p><p></p><p>However, for many of these situations we're talking about magical jumps that have the PC in the air for 6 to 12 seconds and only moving at a pace about equal to about a 10 minute mile - a light run speed. 5 to 7 MPH. That may not be "hanging in the air" but a predictable flight path for 6+ seconds at that speed? Not hard to lead and hit. So, maybe you don't want to work around it, and you do want to treat them like they're hanging in the air.</p><p></p><p>Once again, the story should dictate. Think through what is taking place in the story and use the rules where it makes sense and tweak them where the rules fail us.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7461502, member: 2629"] Which is WHY we should not limit the PCs actions by the artificial constraint of the round. The PC is unaware of it, so should not be constrained by it. Think through the story without the artificial constraints of the game and adjust accordingly. Example: PC A and B are - mid-combat - chasing a fleeing enemy. The enemy leaps across a slightly less than 20' wide chasm. A and B each move 30' on a normal move, and have a 20 strength - enough to clear the chasm on a running start under the basic rules. A is 20 feet from the chasm at the start of his turn, B is 50. A can DASH, leap over the chasm and move 60' closer to the enemy by the end of his round. B, under your view of the rules, would fall into the chasm if he tried to leap (because he can only leap 10' due to the artificial constraint of the round and his distance from the chasm), so he has to stop. So he falls 10' further behind - at best - for no real good story reason. Slowing him down might also allow enemies to catch up to him, etc... You don't really need to do so - you can work around it easily. If you don't think the story would call for the hero to be in the sky for a prolonged period - fine. Treat the PC for purposes of the attacks as if he was on one side of the pit or the other while allowing the figure to make the progress he would have made. However, for many of these situations we're talking about magical jumps that have the PC in the air for 6 to 12 seconds and only moving at a pace about equal to about a 10 minute mile - a light run speed. 5 to 7 MPH. That may not be "hanging in the air" but a predictable flight path for 6+ seconds at that speed? Not hard to lead and hit. So, maybe you don't want to work around it, and you do want to treat them like they're hanging in the air. Once again, the story should dictate. Think through what is taking place in the story and use the rules where it makes sense and tweak them where the rules fail us. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Hang Time - What if you jump farther than your speed?
Top