Jump Checks of 50 ft?

CAFargo

First Post
I was wondering, "Why in the name of every god in all of the books can a character with a measly +10 bonus jump from 10 ft to 30 ft!?" Clearly, I'm missing something...
 

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Perhaps this section of an article from The Alexandrian can help?

JUMPING

How well do these numbers hold up when compared to other skills? Well, let’s take a look at the Jump skill.

Based on our analysis of the Knowledge and Craft skills, we know that a 1st level character has professional competency in their chosen field. We also know that a 5th level character represents the most legendary levels of skill – the type of people who come along once in a generation.

So, when it comes to jumping, a 1st level character probably represents a typical college athlete. A 5th level character, on the other hand, represents the small handful of jumpers who challenge and break the world records. It would make sense then, that Olympians would probably fall in the 3rd to 4th level range (better than your run-of-the-mill specialists, but not quite at the level of once-in-a-generation).

Let’s take a look at a 4th level Olympian jumper:
  • +7 skill ranks
  • +3 Strength bonus
  • +3 Skill Focus
That’s a +13 bonus.

Now, back in the original 3rd Edition (3.0), the result of a running long jump check was:
  • 5 ft. + 1 ft. per 1 point above 10

This can be more easily paraphrased this way: The distance of a long jump is equal to your check result minus 5 feet.

Our Olympian’s jumps will range from 9 feet (stumbling all the way on a roll of natural 1) to 28 feet. But a typical Olympic event involves three jumps in which the best distance is recorded. That means that roughly 80% of the time, our long jumper will be jumping between 20 feet and 28 feet in competition.

Looking at the 2004 Olympics, the top forty men’s long-jump results during the qualification round range from 24 feet to 27.25 feet. Those types of results will be posted approximately 60% of the time by our Olympic long-jumper.

With out 5th level jumper we can bump the ability bonus up to +4, add a +2 synergy bonus from Tumble, or a +4 bonus from the Run feat. The result would be a the ability to achieve jumps in the 29-35 foot range. The world record is currently set at 29.35 feet.

So, once again we’re finding that 5th level is right at the dividing line between legendary real world performances and the impossible realms of the superhuman.

And you’ll find similar fidelity with the high jump rules. (In fact, the 3.0 high jump rules are even more accurate than the long jump rules.)

The jumping rules, however, are perhaps the most visible victim of gameplay compromises in D&D. When the system was revised for D20 Modern, the distance of a long jump was revised to simply equal the DC of the check. This change was later picked up in the 3.5 revision of the D&D rules.

This rule is a lot simpler to remember, but it makes jumping significantly easier than any other skill (compared to real world performance). Under the new rules, 1st level characters can now trivially perform Olympic-level jumps and our typical Olympians will be routinely smashing the world record. (The high jump rules, on the other hand, remain fairly accurate.)

In short, characters with 10 ranks border on superhuman.
 
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Because a running jump DC is 30 for 30'. Therefore when you roll a d20 and get a 20 with a +10 modifier . . .

Dunno what you are missing. By the rules, its pretty obvious.
 


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