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Jump + Levitate
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<blockquote data-quote="The_Warlock" data-source="post: 3008814" data-attributes="member: 21215"><p>Well, here's the thing, levitation gives in essence height control over the ground, allowing the individual to raise or lower themselves...</p><p></p><p>Now, if you look at the rules for completing jumps over the course of two rounds (ie, start the run and jump and finish it in the next round, since the limit on distance per move remains, even though you could roll a jump that exceeds your character's technical movement allowance [I believe this is actually in D20 modern, and not clearly covered in 3.5 D&D]), you could make them start the jump, but they can only increase their clearance if they can get a jump roll that would allow them to cover a distance greater than their base move.</p><p></p><p>Or, on a more on the fly nature say...</p><p></p><p>1) The nature of the levitation gives you a seeming bouyancy, and grant a +4 to their jump checks to simulate the benefit; OR</p><p></p><p>2) State that as long as they are willing to levitate slightly off the ground first (with feet flat to ground so that they aren't touching, but they could still contact it with the balls of their feet), they will have a -4 to their jump check (since they aren't getting enough purchase to push off of the ground), but they will never fall lower than the last height they were levitating at barring external outside force (a large flat boulder falls on them and pushes them down into the lava...no, that would never happen). This will still only put them inches over the lava on their first jump (hello burning feet), but with a rope tied loosely to the jumper, it's a hell of a lot easier to save and retrieve a failed jumper than if they were in the lava proper.</p><p></p><p>But that's just some quick ideas...</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 3008814, member: 21215"] Well, here's the thing, levitation gives in essence height control over the ground, allowing the individual to raise or lower themselves... Now, if you look at the rules for completing jumps over the course of two rounds (ie, start the run and jump and finish it in the next round, since the limit on distance per move remains, even though you could roll a jump that exceeds your character's technical movement allowance [I believe this is actually in D20 modern, and not clearly covered in 3.5 D&D]), you could make them start the jump, but they can only increase their clearance if they can get a jump roll that would allow them to cover a distance greater than their base move. Or, on a more on the fly nature say... 1) The nature of the levitation gives you a seeming bouyancy, and grant a +4 to their jump checks to simulate the benefit; OR 2) State that as long as they are willing to levitate slightly off the ground first (with feet flat to ground so that they aren't touching, but they could still contact it with the balls of their feet), they will have a -4 to their jump check (since they aren't getting enough purchase to push off of the ground), but they will never fall lower than the last height they were levitating at barring external outside force (a large flat boulder falls on them and pushes them down into the lava...no, that would never happen). This will still only put them inches over the lava on their first jump (hello burning feet), but with a rope tied loosely to the jumper, it's a hell of a lot easier to save and retrieve a failed jumper than if they were in the lava proper. But that's just some quick ideas... [/QUOTE]
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