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<blockquote data-quote="Otterscrubber" data-source="post: 330540" data-attributes="member: 4588"><p>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. </p><p></p><p>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.</p><p></p><p>3. This applies to all forms of movement, not just jumping so this is not really an issue. </p><p></p><p>4. Not really, jumping is not a form of long term travel any more than sprinting is. </p><p></p><p> </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Last but not least i have posted this in the house rules section if you wish to continue the discussion there.</p></blockquote><p></p>
[QUOTE="Otterscrubber, post: 330540, member: 4588"] 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. 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. [/QUOTE]
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