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Jump question

Real Life Physics have NO place in D&D. You cannot use this as a basis for logic in D&D. Yes, jumping might be able to propel you father or faster in real life. But D&D rules are about balance and flow, not reality. They use an abstract combat system for the same reason. As for the speed issue, speeds are already WAY off of reality.

A Monk's fast movement ability only becomes "supernatural" (i.e. not normal or from raw physical ability) only at 9th level and beyond. Indicating that the rules say a Movement rate of 50 ft is plausible. Well, at max speed with the run feat (i.e. x5 in a single round) that's moving at 28-29 MPH. The worldest fastest, and I mean FASTEST, run is at around 23 MPH, that's with Nike's, a flat track, and perfect conditions.

D&D is fantasy with balance thrown in. If you want to use your own house rules, fine. But arguing that you can or can't do things IRL is not a way to get a point across. (Hell, look at Manyshot :) )

Good luck with your rule, I hope you get a good Jumping mechanism that works for you and your players.
 

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IceBear said:
Nope - everyone will NEED to get a Ring of Jumping or become hopelessly out maneuvered in combat.

IceBear

*Sigh*

If you say so, but trust me as a DMwho has seen it in my campaign this is not the case. Jumping has limits and provokes AoOs. It is not something that gets done every round, like a 5ft step. First off you have to move 20ft in a straight line to do it, which in not likely if surrounded by enemies. There are numerous other problems as well that mean it usually gets used in the first round of combat and not much thereafter.

When you start having jumping last longer than one combat round (as per the SRD) is when you really start having problems. That is when this skill starts to mimic a spell because you are in the air longer than you should be. This can cause problems when players insist they are out of melee range and can escape danger becuase of it. Trust me, following the official rules makes jumping more unbalanced than the modifications i have proposed.
 

This can cause problems when players insist they are out of melee range and can escape danger becuase of it.
That's your problem? Piece of cake! You just say "Sorry, you're still in melee range," and proceed to smack the PC with a big stick.
When somebody tries to argue, and pulls out equations to explain that they must be 700' in the air or something, then you say "Sorry, physics doesn't work here," and proceed to smack the PC twice.

If you avoid creating bizarre special abilities through a tortured reading of the rules, you will also avoid the need to create bizarre house rules to fix the problem.
 

You can still get some respectable distances from a standing jump.

I dunno, I don't have an issue with someone jumping in Round #1 and landing in Round #2, because there is no such thing as rounds for any purpose than determining actions. Everything is going on simultaneously anyway.

IceBear
 

Shalewind said:
Real Life Physics have NO place in D&D. You cannot use this as a basis for logic in D&D. Yes, jumping might be able to propel you father or faster in real life. But D&D rules are about balance and flow, not reality. They use an abstract combat system for the same reason. As for the speed issue, speeds are already WAY off of reality.

A Monk's fast movement ability only becomes "supernatural" (i.e. not normal or from raw physical ability) only at 9th level and beyond. Indicating that the rules say a Movement rate of 50 ft is plausible. Well, at max speed with the run feat (i.e. x5 in a single round) that's moving at 28-29 MPH. The worldest fastest, and I mean FASTEST, run is at around 23 MPH, that's with Nike's, a flat track, and perfect conditions.

D&D is fantasy with balance thrown in. If you want to use your own house rules, fine. But arguing that you can or can't do things IRL is not a way to get a point across. (Hell, look at Manyshot :) )

Good luck with your rule, I hope you get a good Jumping mechanism that works for you and your players.

Well put and thanks for the input.
 

Well put and thanks for the input.

Why thank you. :)

I am really interested in what your final rule is. I'll keep checking back to find out. One of my supernatural ninjas wants to bounce off walls now. :rolleyes:

That's what I get for allowing ninjas though. :)
 

Shalewind said:


Why thank you. :)

I am really interested in what your final rule is. I'll keep checking back to find out. One of my supernatural ninjas wants to bounce off walls now. :rolleyes:

You mean climb up walls a la CTHD or a million other wuxia movies? Tumble check, DC 50. See OA, p.58, "Extreme Tumbling".


That's what I get for allowing ninjas though. :)

A rogue is basically a half-ninja anyway. Why else would they get evasion, slippery mind and uncanny dodge?
 

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