I hate calculating JUMPS!!!

Here's my alternative:

Standing long jump (in feet): SL = height + 1 ft./ 2 points above 10, -1ft./ 2 points below 10.
Running long jump (in feet): RL = SL X ( base movement X 10)
Standing high jump (in feet): SH = 1/3 SL
Running high jump (in feet): RH = 1/3 RL
Jump back (in feet): JB = SH

****In short, if luck is eliminated by taking 10, a character with average strength, no jump training, no armor, and only lightly encumbered, can make a standing long jump equal to her height. The same character, whose base movement is 30 ft., can jump three times her height (horizontally) with a running start. Jump height is always one third of the jump length.

--All jumps have a 1 ft. minimum, unless the character is heavily loaded, in which case it is possible to fail to jump even that far.
--Run feat: effectively adds 10 ft. to base movement.
--There is no maximum distance on any jump. A monk’s “leap of the cloud” ability, makes them effectively 10 ft. tall.
--Optional: subtract 1 ft. from the character’s effective height if they weigh more than 140 lbs., subtract 2 if more than 200 lbs, and subtract 4 if more than 260 lbs.

Examples:
>>Elinnethe the elven monk has a height of 5 ft., a jump modifier of 6. Taking 10 on the jump check, her standing long jump is 8 ft. Her base movement is 30 ft., so her running jumps (long or high) are three times as far as her standing jumps.
>>Zanzibar, the human paladin is 7 ft. tall, but in his heavy armor his jump modifier is –2. At his best (i.e. with a 20 on his roll), his standing long jump would be 10 ft. (7 – 2 + 5); but at worst (i.e. with a 1 on his roll), he couldn’t clear his own toes (7 – 2 – 4 = -1), if not for the 1 ft. minimum! His movement when armored is only 20 ft., so his running jump is only twice the distance of his standing jump. To jump onto a 4 ft. ledge is an impossible task, from a standing position. It would be the equivalent of a 12 ft. standing long jump—impossible for him, even with extraordinary luck. But taking it at a run, it would be only half as hard (like a 6 ft. SL), which he can manage with only a little luck.
 

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Just a suggestion. If u have a laptop or a computer near to your table when playing there are load of electronic aids that help you with JUMP.

Steven McRownt
 

Steven McRownt said:
Just a suggestion. If u have a laptop or a computer near to your table when playing there are load of electronic aids that help you with JUMP.

Steven McRownt

Electronic aids work well, yet so does a paper and pencil for caculating these things. :D
 

I honestly don't know what the problem is. I always calculate them mentally, and often without looking it up in the PH. What's so hard?
 

Or you could use my reverse-engineered calculations to provide a DC for jumps of a particular difficulty

Running Longjump DC = distance+5

Standing long jump DC = 2xdistance +4

Running high jump DC = 4xheight +2

Standing high jump DC = 8xheight +6

Jump back DC = 8xdistance +2



For characters with a different speed

if 15' multiply DC by 2,
if 20' multiply DC by 3/2,
if 40' multiply DC by 3/4,
if 60' multiply DC by 1/2,

etc

For most game situations this is more useful information and it fits in better with the whole skill vs DC business. e.g. what is the DC to jump across a 10' pit? With a running jump it is DC15 for someone with a 30' movement. DC30 for the heavily armoured dwarf and DC11 for the barbarian.

Cheers
 

Gee!

Why didn't they just say so?

Those reverse engineered DC calculations look so simple compared to the rules listed in the SRD. :D

I mean, the DC is what I really want to know after all.
 



Re: Algebra?

twjensen said:
OK, so it's simple algebra, but I really didn't think I'd be solving for x to play D&D. My mistake. ;)

Somewhere, a Math teacher is happy because you really do need to know these things. :D
 

Thanks to everyone who has posted! I really like PlaneSailing's idea of using applying an appropriate DC, and I'm kinda tempted to go with that approach. On the other hand, sometimes it is good to know exactly how far or how high you went--for instance, if you just want to jump as far as you can...

For what it's worth, I've done some more tinkering with my previous approach, and I've come up with something more refined. My first draft made it too easy to jump really far. I've made it more realistic by factoring in weight. I'm borrowing the term 'levity' from archaic physics. (Look it up. It's kinda the opposite of gravity.) So, here's the revision. Keep in mind that you only have to calculate your PC's levity once--ever. After that, the calculation is pretty simple and the formulas are easy to remember.

####################################
First, determine the character’s levity, which is her height adjusted by her weight. This is determined by subtracting 6 inches from the character’s height for every 40 lbs of body mass. Thus a slender halfling, measuring 3 feet tall, and weighing 35 lbs., would have a levity of 3 ft., which happens to be the same as that of a 6 ft. tall human who weighs 260 lbs.

Standing long jump: SL = springing height + 1 ft./ 2 points above 10, -1ft./ 2 points below 10.
Running long jump: RL = SL X ( base movement /10)
Standing high jump: SH = 1/3 SL
Running high jump: RH = 1/3 RL
Jump back: JB = SH


All jumps have a 1 ft. minimum, unless the character is heavily loaded, in which case it is possible to fail to jump even that far.
Run feat: effectively adds 10 ft. to base movement.
Height does not limit the distance of a jump. A monk’s “leap of the cloud” ability means that the monk’s levity is doubled.


Examples:
Elinnethe the elven monk has a levity of 4 ft., a jump modifier of 6. Taking 10 on the jump check, her standing long jump is 7 ft. Her base movement is 30 ft., so her running jumps (long or high) are three times as far as her standing jumps.
Zanzibar’s levity is 4 ft., but in his heavy armor his jump modifier is –2. At his best (i.e. with a 20 on his roll), his standing long jump would be 7 ft. (4 – 2 + 5); but at worst (i.e. with a 1 on his roll), he couldn’t clear his own toes (4 – 2 – 4 = -2), if not for the 1 ft. minimum! His movement when armored is only 20 ft., so his running jump is only twice the distance of his standing jump. To jump (armored) onto a 3 ft. ledge is an impossible task, from a standing position. It would be the equivalent of a 9 ft. standing long jump—impossible for him, even with extraordinary luck. But taking it at a run, it would be only half as hard (like a 4½ ft. SL), which he can manage with only a little good luck.
 

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