D&D (2024) I have the DMG. AMA!

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pukunui

Legend
Maybe I'm reading them wrong but they look much stronger now than they were.

You get an extra 20' of movement and your jump isn't constrained by your strength or if you have a running start.
Previously the boots tripled your jump distance (to a max of your normal movement allowance - which could be more than 30 feet) whenever you jumped. Now you're limited to only a 30-foot jump (at the cost of 10 feet) once per turn. Perhaps not a nerf, but not much of a boost either.

The "setting your speed at 30 feet" bit still seems pretty useless (other than not having your speed reduced if you're carrying too much or wearing heavy armor).
 

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pukunui

Legend
Unless it's meant to negate any effect that reduces your speed or sets your speed to zero.
It doesn't say that it does. As I said it my initial post, it still only states that it doesn't reduce your speed if you are encumbered or wearing heavy armor. That's it.
 

ad_hoc

(she/her)
Previously the boots tripled your jump distance (to a max of your normal movement allowance - which could be more than 30 feet) whenever you jumped. Now you're limited to only a 30-foot jump (at the cost of 10 feet) once per turn. Perhaps not a nerf, but not much of a boost either.

The "setting your speed at 30 feet" bit still seems pretty useless (other than not having your speed reduced if you're carrying too much or wearing heavy armor).

But you get to go an extra 20'.

That is a lot of extra movement.

Previously you needed to dash or have enhanced movement to jump more than the 30' anyway.

I would much prefer my character to find the 2024 boots in most cases.
 

pukunui

Legend
But you get to go an extra 20'.

That is a lot of extra movement.

Previously you needed to dash or have enhanced movement to jump more than the 30' anyway.

I would much prefer my character to find the 2024 boots in most cases.
I guess the difference is that the new boots provide a flat bonus (gain 20 feet of bonus movement). The old boots tripled your jump distance, which could potentially give you a bigger movement bonus. And it was whenever you jumped, instead of just once per turn.

On a different note, it's interesting to see that, in the Group Checks section, they explicitly state not to use a group check for stealth: "Group checks aren’t appropriate when one character’s failure would spell disaster for the whole party, such as if the characters are creeping across a castle courtyard while trying not to alert the guards. In that case, one noisy character will draw the guards’ attention, and there’s not much that stealthier characters can do about it, so relying on individual checks makes more sense."

The examples they give for appropriate occasions to use a group check are: research tasks, roped together, and social situations. The first is where the whole party is searching a library for information; the second is where the party is climbing or crossing a rickety bridge while tied together with rope; and the third is where the whole party has to contribute to convincing an offended noble to reconsider kicking them out.
 
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ad_hoc

(she/her)
I guess the difference is that the new boots provide a flat bonus (gain 20 feet of bonus movement). The old boots tripled your jump distance, which could potentially give you a bigger movement bonus. And it was whenever you jumped, instead of just once per turn.

You could only jump as far as you have movement.

So if you have 30' speed and walk 20' feet you can only jump 10'.

Now you can walk 20' and then jump 30'. Or even just make a standing jump of 30' and then move 20'.
 

pukunui

Legend
You could only jump as far as you have movement.

So if you have 30' speed and walk 20' feet you can only jump 10'.

Now you can walk 20' and then jump 30'. Or even just make a standing jump of 30' and then move 20'.
With the 2014 rules, you only have to move 10 feet to get a running start. You can then jump a distance equal to your Strength score. Or you can jump half that distance without a running start. The boots of striding and springing let you jump three times as far (so potentially up to three times your Strength score). If this movement would take you past your regular speed, you can spend an action (or bonus action) to dash to get more movement.

The 2024 version basically incorporates the running start into the jump but just gives you a flat 20 feet of jump movement, instead of potentially up to 60 feet (if you've got a 20 Strength and the ability to move that far in one turn).

With the 2024 rules, you just get a flat rate. Yeah, sure, for many PCs, this will be an improvement, but for other PCs, it's a nerf.

EDIT: Actually, the 2024 jump spell is the same: you get to jump 30 feet by spending 10 feet of movement, so the boots basically give you a 1/turn free use of the jump spell. That's not so bad, I guess.
 
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ad_hoc

(she/her)
In 2014 you basically needed to dash in order to get something out of the jump and then its main usefulness is dealing with exploration which becomes less important as the party levels up.

The new version essentially increases your move speed to 50' which is very good in combat.
 

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