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Jump question

Slander said:


Actually, many many moons ago (sometime last year), I had asked about this very question. The reply from Monte (who still worked for WotC at the time) was that you could combine the two since both Jump and Tumble checks can be included as part of your movement. Both the limitations of Jump and Tumble had to be maintained (you couldn't jump farther than your move and you couldn't tumble more than 20 feet in a round), but otherwise it's OK. Whether this has changed since then ... <shrug>


Slander

Thanks for answering this question.
 

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KaeYoss said:
Dammit kreynolds, you're contagious :p

How's that?
eek7.gif
 

kreynolds said:


How's that?
eek7.gif

I start exaggerating and referring to Mario Bros.

Otterscrubber

As for your powergaming concerns, do you really think this is so overbalanced that people would design an enitre character around this jumping concept?

As I said above, my answer was exaggerated. Of course, noone (or rather very few) would design their character around getting a little off a skill. But they don't have to: all you need is to max out the jump skill and maybe buy a single magic item and you can squeeze more covered distance out of your rounds than you're due. And I do believe that many will make their character look ridiculous by jumping around all the time if they get an advantage out of it. That's munchkins for you.

Otterscrubber

Have you read the fly spell?

Well, it's a spell. It has to give you power. Haste's 3rd-level, too, and it gives you real great power: casting another spell or making another attack is not bad at all, especially considering all the combos you can make with an extra partial action.
 

Re: Re: Re: Jump question

Hey Otter, What about this part of my post?

Magic Rub said:
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.

Remembering that these are just off the top of my head...

Do you have any kind of comprehensive rules to define your "New" skill jump. Is there a limit per day for jumping, can you get "Improved jump". And why may I ask are you assessing game balance through the means of comparing a spell, specifically Fly (why not pick "Jump" if you have to pick :) ) Vs. your version of the Jump skill. First off fly is a spell (with well defined parameters), & a spell is not even remotely the same as a skill.

Some one should move this thread to the house rules, where it can JUMP ;) & play with it's other house rule thread friends :)
 

1. I suppose you could use the rules to how long you can run to how long you can jump. I beleive it is one round per point of con then you have to start making some saves. I will let you look it up if you feel the need. It hasn't been a problem in my campaign.

2. Again, probably wouldnt hurt to have some sort of table that causes damage if they roll a one or fail a jump by more than a signifigant amount. Perhaps 1d6 poits of damage for every 10 points you missed your jump by.

3. This applies to all forms of movement, not just jumping so this is not really an issue.

4. Not really, jumping is not a form of long term travel any more than sprinting is.

Originally posted by Magic Rub
First off fly is a spell (with well defined parameters), & a spell is not even remotely the same as a skill.

Actually "jump" is also a spell (with poorly defined parameters), one that increases the skill so much that it raises the questions that started this thread. If you dont have it then your jump skill is not good enough to be used in this manner unless you are extremely high level. I mentioned it becuase there seemed to be some concern that this form of movement was overbalanced and/or easy to get. Fly is far more usefull and easy to get than this form of movement, which takes many levels, lightweight armor, high str and is no where as useful as the fly spell. And where by the way does it say that skills < spells under any circumstance? I dont see how that should affect anyone's opinion on the matter. There are several uses of skills to achieve spell like effects. If this is a rule some where please let me know.

Frankly the character who uses his jumping skill in combat would be far better off with winged boots or something similar but he doesn't seem to want them, he likes the idea of his character leaping into battle.

Last but not least i have posted this in the house rules section if you wish to continue the discussion there.
 
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Otterscrubber said:
From a realworld standpoint you wont have people jumping 50+ft at a shot due to magical enhancements. If you did then they would win a spint by jumping.

No, but in real life no matter how far/fast you jump, it's slower than running. Shouldn't this hiold, for verisimilitude?
 

CRGreathouse said:


No, but in real life no matter how far/fast you jump, it's slower than running. Shouldn't this hiold, for verisimilitude?

1. This isnt real life as mentioned in previously threads. In fact the quote in your post answers this question.

2. If you could leap great distances then actually it is faster than running, see previously posts for an explanation why.
 

If you are bound and determined to make jumping faster than running, feel free to do it in your game. That's what house rules are for.

Just don't expect to convince many people that it's a good idea, or that it's balanced, or even that it makes sense.
 



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