Celebrim
Legend
That's why I wrote the Rule of Three - because once the skill bonus exceeds the range of a d20, success increasingly becomes a foregone conclusion, rendering a roll meaningless. It was intended to maintain a degree of chance at all levels - even Carl Lewis screws up sometimes, whether because he's having a bad day, the wind's blowing in his face, or the fates decreed it. Obviously, your opinion differs from mine, and that's fine. It takes all kinds to play D&D.
Sure. I just think that this sort of 'you can always have a bad day' attitude makes alot more sense in a dice pool system like GURPS, tri-d, FASA Star Wars, or whatever. Carl Lewis does indeed screw up sometimes, but the random variation isn't linear and extreme failure should be extremely rare. I think a d20 fortune mechanic, a class system, and powerful and accessible magic is extremely unsuited for a skill system with a 'degree of chance at all levels'.
Jump is inherently different than a skill like Open Lock or Knowledge (or saving throws or attack rolls). With 'Open Lock' or 'Knowledge' there are two outcomes - 'Success'/'Failure'. A linear mechanic like d20 works just fine for that. But Jump isn't linear, because what we really want to know is not, 'Success'/'Failure' but 'How far did he go?'. With skills like 'Open Lock', a 2 is as bad as a 9, if both indicate failure. There is no special meaning attached to either one in terms of the degree of failure. The same is not true of 'Jump'.
I was talking about making a standard long jump into a sand pit, not jumping across an obstacle with the possible outcome of broken limbs and/or death. In that case, no - you can't take 20.
You can't take 20 on one jump period. Taking 20 represents doing 20 or more jumps until you finally manage to do make your best effort. The fact that Carl Lewis is making nearly his best effort on every jump represents an impossibility in the d20 system as written.