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<blockquote data-quote="Celebrim" data-source="post: 322539" data-attributes="member: 4937"><p>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'). </p><p></p><p>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.</p><p></p><p>Probably it looks alot like the jumps in Hong Kong Chop Suey flicks.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 322539, member: 4937"] 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. [/QUOTE]
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