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Hang Time - What if you jump farther than your speed?
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<blockquote data-quote="Hriston" data-source="post: 7461724" data-attributes="member: 6787503"><p>This makes no sense to me. The whole point of the combat round is to limit how much stuff you can do with your PC. You want to do more stuff than fits into this round? It’ll have to wait until next round to be resolved. </p><p></p><p></p><p></p><p>No, you’ve got my “view of the rules” wrong. B doesn’t fall if he tries to jump. That’s not what happens. What happens is the DM tells B’s player that B doesn’t have enough movement left to clear the chasm and is there anything else B would like to do with B’s remaining 10 feet of movement. Also, B doesn’t stop if B’s player decides not to use the remaining 10 feet. B’s turn ends, and B’s jump will commence and be resolved at the beginning of B’s next turn, following directly upon the run up B took at the end of B’s last turn. </p><p></p><p></p><p></p><p>That sounds needlessly complicated. The 20 foot jump referenced above would take less than 1 second at normal jump speed, which isn’t anywhere near a prolonged period in which enemies can take potshots at the jumper while suspended in air. The simplest approach is to resolve the jump when there’s enough movement to complete it. </p><p></p><p></p><p></p><p>That isn’t how I imagine magical jumps working at all though. The 60 foot jump made possible by the <em>jump</em> spell combined with a 20 STR, for example, I imagine takes no more than 2 seconds to complete and is fully resolved in a single turn.</p></blockquote><p></p>
[QUOTE="Hriston, post: 7461724, member: 6787503"] This makes no sense to me. The whole point of the combat round is to limit how much stuff you can do with your PC. You want to do more stuff than fits into this round? It’ll have to wait until next round to be resolved. No, you’ve got my “view of the rules” wrong. B doesn’t fall if he tries to jump. That’s not what happens. What happens is the DM tells B’s player that B doesn’t have enough movement left to clear the chasm and is there anything else B would like to do with B’s remaining 10 feet of movement. Also, B doesn’t stop if B’s player decides not to use the remaining 10 feet. B’s turn ends, and B’s jump will commence and be resolved at the beginning of B’s next turn, following directly upon the run up B took at the end of B’s last turn. That sounds needlessly complicated. The 20 foot jump referenced above would take less than 1 second at normal jump speed, which isn’t anywhere near a prolonged period in which enemies can take potshots at the jumper while suspended in air. The simplest approach is to resolve the jump when there’s enough movement to complete it. That isn’t how I imagine magical jumps working at all though. The 60 foot jump made possible by the [I]jump[/I] spell combined with a 20 STR, for example, I imagine takes no more than 2 seconds to complete and is fully resolved in a single turn. [/QUOTE]
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Hang Time - What if you jump farther than your speed?
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