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Jump question

Otterscrubber said:
If you can move 30 ft, you can move 30 ft and then jump. Correct?

From the Official FAQ (v.07122002, p. 13):

The description of the Jump skill says that any distance
you jump counts against your movement for the turn. What
happens if my character jumps farther than her speed
allows or faster than the character can move in a turn?
Suppose I have a speed of 40 and I activate a magic item (a
standard action), then make the required 20-foot run for a
running broad jump. I can move only another 20 feet this
turn. What if my Jump check indicates a jump of 25 feet or
more?

When you jump farther than you’re allowed to move, you
can just jump a shorter distance, or you can just finish your turn
in midair and finish your jump on the next turn. There’s no rule
that says your jumping distance is limited by your speed. There
is a rule that says any jump counts against your move for the
turn. (In this case, you’re using your Jump check to determine
how much distance you can cover in a single jump, and then
spending as much movement as necessary to complete the
jump.)

If you finish a turn in midair, your next action must be a
move action to finish or continue the jump. Note that you make
only one check for the jump.
 

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This will result in a charcter being able to move a decent distance within a combat round.
How do you define "a decent distance"? A normal human can already move 120' in one combat round-- jumping or not. How much more do you want?

Jumping further is really hard in any case. In order to run 20' (the minimum) and then jump 100', you need to make a Jump check against DC 105! If you can go further than that, you're obviously an Epic character, so the normal rules just don't apply anymore.

Note that this reasoning still applies for a character with a high base speed, or with the Run feat. That barbarian with 60' base move can jump twice as far, but his ground speed is also twice as fast, so he still needs to beat an obscene Jump DC in order to jump faster than he could run.
 
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Otterscrubber said:
To reply to your comment though some creatures can jump farther and faster than they can run in a given period of time. Ever seen a bullfrog run? Jump? Which was faster for it?

is your pc a bullfrog? is bullfrog even a core race?

The only way you could possibly jump and end up moving faster than you were moving when you left the ground (except in the case of a standing jump) is if you jumped on a downhill slope. I would tend to think that the time you gained by speeding up, would be lost in falling to reach the ground again.

I agree that physics isn't the greatest way to explain anything in D&D. Hence, height jumped, slope of the surface jumped from, force applied, arc of the jump, wind drag, gravitational coefficients, etc. should probably not be platforms for argument. Probably safer (and definetly easier) just to go with what's in the rule books.
 

I think some of the Running and Jumping questions might be a bit moot.

If you are running (assuming no armor) and are a medium sized creature (speed 30), you can run 120 feet in a round.

So, you run 20 feet and can jump up to 100 feet more, all in the same round.

Granted, you have to be enhanced some way in order to jump more than the maximum 6x Height in feet anyway, but still.

100 feet of Jumping is pretty far, even enhanced.

And, Monks and Barbarians can go even further once they get past the maximum somehow.

I'm not sure this is a real issue.

Examples of where it may be?
 

Christian said:


With his movement rate, the DC is a heck of a lot lower than you just calculated ...



So, per the SRD, your 60' move berserker needs to meet a DC of 30 to leap that wall. (Roll of 30 gives [2' + ({30-10}/4)'] x [60'/30'] = 7' *2 = 14') Hope he didn't die for failure to make that roll with his +42 Jump check ...

The real problem with the Jump check numbers are the Chinese math you have to do to figure out how far/high a given roll takes you. :)

Thanks, missed that part.
Nyah, he was chasing after someone, he couldn't have attacked the target anyway since it was too far.

If his movement was 30', it'd still seem he should be able to jump it though, with the ring and such.
 

If gravity and physics worked in typical D&D worlds, many characters would be in serious danger if they jumped to the limits of thier (often magically enhanced) abilities. For those of you that are trying to work out how fast you have to be moving to jump say 80' (which is a reasonable jump for a magically enhanced barbarian) and how long you stay in the air, forget it. D&D physics don't work like that. If it did, people who jumped would take falling damage coming back down (in the case of a 80' jump at least 4d6 damage), and they don't (nor should they). It can be assumed that gravity functions differently on the average D&D world. For one thing, falling objects don't seem to accellerate in a way we are acustumed too (consider the linear progression of damage during a fall), and they reach terminal velocity far sooner than one would expect (after just 200' for a human). In fact, falling objects appear to reach the same terminal velocity regardless of size (after 200').

We can assume that jumpers, especially magical jumpers, move differently than Earth-like physics suggest. Probably a ring of jumping allows a certain ammount of 'floating' rather than a significant increase in muscle power or air speed (otherwise they'd be rings of kicking). So, if you jump, and your jump is longer than your move allotment would ordinarily be for that round, you are left to 'float' to the ground and finish your jump a few seconds later.

Probably it looks alot like the jumps in Hong Kong Chop Suey flicks.
 

Otterscrubber said:

To reply to your comment though some creatures can jump farther and faster than they can run in a given period of time. Ever seen a bullfrog run? Jump? Which was faster for it?


A frog does not run in the same way as a human. Even at full bore the things are just creaping along on the ground.
If you wanted to break down the way a frog moves into DnD terms, you would simply give them a split movement rate. Treat it just like they do flying and swimming movement.


Now that said:
The rules that limit height are fine for normal jumping, but once you put magic into the mix it is too restrictive. What do you know, most (all?) magic items that give bonuses to jumping also remove the height limitation.

IMO it should be the same for jumping speed. I do not think that allowing twice your movement rate with items/abilities that remove the height limitation for jumping would be out of line. It is the same way that they treat flying in a lot of instances.

Astlin
 

Astlin said:
IMO it should be the same for jumping speed.

You know, the sooner you realize that there is no such thing as a jumping speed, the better. Your jump is the same as your speed. No faster. No slower.
 

Re: Re: Jump question

dcollins said:
From the Official FAQ (v.07122002, p. 13)... ect. ect. ect.

Well put dcollins! Otterscrubber, You don't seem to want to see the facts, or FAQ :rolleyes: of the matter. (man that was bad, why did I type that? :o) The rule has been made clear, there is no question. Saying that the jump skill increases your movement rate, is just a wrong as saying that the Spellcraft skill should allow a PC/NPC to cast more spells in a round with a successful check because they know them so well. Would & do people/humanoids jump everywhere because it's faster? No. You're saying that by a successful skill check all PC's & NPC can extend their movement by (X)ft. every round. No feat is that powerful why do you think a skill could do such a thing? Maybe with some big alterations to the rules you could allow that. Lets see off the top of my head...

1. Endurance checks, as jumping expends far more energy then normal movement
2. A "Landing or Jump folly table". As the skill would be used so often, & not for its intended purpose. Depending on your roll & what DC you've beaten Different things would happen. Much the same as tumbling in combat. You might land poorly & break a leg if you didn't have tumble (or failed that check as well) Don't say it can't happen, I did it this weekend (real world not in game a long and cool story for another time, I wish I could roll a tumble check)
3. There would be a constant question of your surroundings. Are there any low branches, or obstacles anywhere in the battle area. You would need to know this all the time as everyone would jump everywhere at the end of there movement in combat.
4. It would mean that there would need to be a total recalculation to all of the travel time/distance charts, they would need to account for (x)ft. per round, then per hour, & finally per day.

I could go on but you get the point. If in your game you & your friends want to play your way then cool, but remember to alter your rules to compensate for this new development.
 
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Celebrim said:
We can assume that jumpers, especially magical jumpers, move differently than Earth-like physics suggest. Probably a ring of jumping allows a certain ammount of 'floating' rather than a significant increase in muscle power or air speed (otherwise they'd be rings of kicking). So, if you jump, and your jump is longer than your move allotment would ordinarily be for that round, you are left to 'float' to the ground and finish your jump a few seconds later.

Cf. Crouching Tiger, Hidden Dragon.

Probably it looks alot like the jumps in Hong Kong Chop Suey flicks.

Oh....
 

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