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Jump question

Otterscrubber

First Post
From what i understand you can jump as part of your movement action of your round. If you can move 30 ft, you can move 30 ft and then jump. Correct?

If you double move, can you jump twice in one round? So in the aobuve example total distance travelled would be 60ft plus the distance of your two jumps?
 

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The SRD states ''Distance moved by jumping is counted against maximum movement in a round normally.'' So if you jumped 20 feet you would only be able for move another ten feet. You can't move 30 then jump 20 and acctaully get 50 feet as a standard movement.

Now for a little interpretation. I ruled that you cannot defend youself and jump at the same time so jumping provokes an AoO even if you're only moving into a defended square. However you can roll a tumble check opposed by the attack roll to avoid being hit when you are jumping.
 

Jumping distance is included as part of your movement for the round. So, if you have a 30' move, you can only move 30' and then jump if you take a double move ...

That said, jumping is not an action, it's another method of movement. A running character with a total of 120' of movement for a round could run 20', take a 10' running jump, run 20', take another 10' running jump, take a 5' standing jump, run another 20' ... and so on. You have to run at least 20' before taking a running jump, but otherwise there are no real restrictions. Other than a fear of looking like an idiot. :D

I hereby forbid you from asking what happens when you jump before you're out of movement distance for the round, but don't have enough movement left to cover the jump distance. :p
 

You'd end the round halfway through the air and finish it at your other turn. It still flows... just like if you're charging towards an ogre and are 20ft short, then he moves forward to attack you from 10ft away and when it's your turn you can no longer charge because you "need to move 10ft before charging". Technically you've been running the whole time IMHO.
 

Christian said:

I hereby forbid you from asking what happens when you jump before you're out of movement distance for the round, but don't have enough movement left to cover the jump distance. :p

Well, since you asked (indirectly)...

If you have any action left in the round (say you only do a move action, not a double move and not any other action yet), guess what? You are still jumping and cannot take another action. You've already done more than your speed in movement (i.e. you've already done than a single move) and you get to do a double move.

If you do not have any action left in the round, you get to use up a movement action to land next round the remaining distance. You are already committed. Course, that action does not necessarily have to be first. The DM could rule, for example, that you could cast a spell in mid-jump. As a DM, I typically would not allow that, but some DMs might (say you missed the jump and wanted to cast Fly).
 

Drawmack said:

The SRD states ''Distance moved by jumping is counted against maximum movement in a round normally.'' So if you jumped 20 feet you would only be able for move another ten feet. You can't move 30 then jump 20 and acctaully get 50 feet as a standard movement.

Now for a little interpretation. I ruled that you cannot defend youself and jump at the same time so jumping provokes an AoO even if you're only moving into a defended square. However you can roll a tumble check opposed by the attack roll to avoid being hit when you are jumping.

So what if i have a ring of jumping (+30 to jump) and 15 ranks in jump. That means on an average roll of 10 I will be jumping 50 feet. I dont think it makes sense to have it carry over into the next round, do you? Also you have to run i beleive at least 10 feet before jumping so that makes a total move of 60 feet on average.

The reason i bring this up is I have a PC who likes to jump in combat. I like his style and just want to brush up on some rules for him to make combat more interesting. Also he has spring attack and i have ruled that he can use it to avoid AoOs while jumping in combat. I'm sure others will disagree with it but i have allowed it. My main concern here is trying to figure out how far he can move, jump and still attack. Or just plain old move.
 


I makes perfect sense to me for something to start in one round and end in the next round. The round system is simply a method of allowing each player and any NPCs to state what they did during six seconds of battle. It acctually represents fluid motion. It's not like the fighter swings at someone then stops and waits for others to go. So the character begins his jump then while he's in the air this other action starts and then he lands. I would not give extra movement for jumping, that makes no sense at all and encourages all of your players to just jump around the table so that they can move faster. Although you could compliment the ring of jumping with boots of speed.
 

I would not give extra movement for jumping, that makes no sense at all and encourages all of your players to just jump around the table so that they can move faster.

I disagree, there are many ways players can increase their movement in the game and I see no reason why being a fantasic jumper shouldn't be one of them. It does raise some interesting problems though, like having low level characters constantly jumping ot get an extra 5 feet of movement. I think some rules to prevent this would be:

1- You can only jump once during a round
2- If you jump and roll badly you will fall on your face and be prone ( to discourage characters with no skill from trying to get free movemnt)
3- Tumble and jump cannot be used for the same movement to avoid AoOs while jumping.
4- To jump as part of your movement action you must run at least 20 feet but no more than your base movement minus 10 ft. The jump can then be perfomed and will count as part of your movement action. If you choose to move more than your base movement minus 10 ft and then jump it will still take place in the same round but will then count as a double move.

This will take care of many problems with jumping while still rewarding those who have high jump skills for their characters i think. What do you think? (This has now moved to the house rules section of the boards I think but sorry)
 


If you want to reward high scores then do that.

Adendum to jump.
If you have at least 10 ranks of jump when you perform a running jump you can increase your standard movement by an additional 10 feet as long as you jumped after twenty feet and the entire additional 10 feet is spent in the air.

I'd still not use it though.
 

Otterscrubber said:
I disagree

Of course you do.

Otterscrubber said:
there are many ways players can increase their movement in the game

Yes, there are. But jumping isn't one of them.

Otterscrubber said:
I see no reason why being a fantasic jumper shouldn't be one of them.

Because jumping doesn't increase your movement rate. It is simply another method of moving.
 

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