jump skill and boots of striding and springing

Oracular Vision said:
I allow someone to jump to the end of their allowed movement, letting it carry over to the next round .

Yup. That is what the sage said. And I don't blame him since I had previously made a character that could jump miles in a single bound. That by itself if fun but if you could move the whole distance in one round.... nasty.
 

log in or register to remove this ad

Oracular Vision said:
I am sure you all know that the jumping distance counts against the total movement for the round. So, it's not additional movement, its total. I allow someone to jump to the end of their allowed movement, letting it carry over to the next round (They are in the air and have no dex bonus anymore). This lets people jump as far as they want, but makes them vulnerable too.

that's all well and good, (yes i did know that jumping distance is part of movement) but what's to stop a character from taking a double move? with a base of 80ft, he'd only need to do that on a really high roll as indicated by Jack Haggerty (thanks by the way :)). also, what's to stop my character from running 20ft, jumping 10ft over a bridge running another 20ft, and jumping up a 10ft wall? he's still got 20ft of movement left and can still make an attack ... right?
 

Magnus said:
that's all well and good, (yes i did know that jumping distance is part of movement) but what's to stop a character from taking a double move? with a base of 80ft, he'd only need to do that on a really high roll as indicated by Jack Haggerty (thanks by the way :)). also, what's to stop my character from running 20ft, jumping 10ft over a bridge running another 20ft, and jumping up a 10ft wall? he's still got 20ft of movement left and can still make an attack ... right?

Nothing's stopping him, except perhaps survival instinct.

Unless my friends were somehow able to match my movement, I wouldn't move 80 feet away from them, jump over things that they can't jump over and jump on top of something that will take them a full round to climb.

If you pull your stunts, make your attack and then fail your save against hold person, tell me, who's got your back?

Of course if you use your speed to reach an ally in time, it's a more useful way to use the boots than if you use them to get in a wacky tactical situation.

My campaign has reached level 13. I've seen a lot of means to enhance movement. I've also noticed that a lot of players use these means mostly to get wildly out of position and get killed in ridiculous ways because no one can help them! The most absurd was the flying wizard who got snatched by a flying bulette. The speed monster (barbarian or not) who arrives in the hot spot one or two round before the rest of the party is also a classic.

Somehow, the slowest PCs tend to die less in my campaign. I guess that's because they stick together!
 
Last edited:

good points all, Mal Malenkirk, i was simply creating a semi-hypothetical situation to better illustrate my question, however. it had seemed from Oracular Vision's post that one couldn't jump more than once in a round. a comment from my DM also seemed to indicate that. i just wanted to find out if it was possible.

but in response to your post, if the rest of the party has other less mundane ways of getting there e.g. flying or dimm door, then it might not be a bad idea afterall, eh?
 

Bah, when you are runnig and jumping like that over a wall or not chances are you are running from something and not toward something. So chances are your survival instinct is in full gear, letting you know that you don't have to run faster than the monster just faster than your slowest friend. (sucks to be a dwarf)
 

Shard O'Glase said:
Bah, when you are runnig and jumping like that over a wall or not chances are you are running from something and not toward something. So chances are your survival instinct is in full gear, letting you know that you don't have to run faster than the monster just faster than your slowest friend. (sucks to be a dwarf)

So, the party is running from a pack of undead things. The barbarian is in the lead followed by two humans and the dwarf is bringing up the rear. THe undead things are going to catch the Dwarf, and the rest of the party is not going to stop to help. So, the Dwarf takes out his axe and throws it at the back of one of the humans legs taking him down. Undead feast on the down human everyone else escapes.

This was many years ago in a different system, but it still worked out the same. It was so funny, cause the party was good. I don't know why we ran from that encounter, I think we were trying to leave the complex to lick our wounds when the ambushed us......
 

Mal Malenkirk said:
My campaign has reached level 13. I've seen a lot of means to enhance movement. I've also noticed that a lot of players use these means mostly to get wildly out of position and get killed in ridiculous ways because no one can help them! The most absurd was the flying wizard who got snatched by a flying bulette. The speed monster (barbarian or not) who arrives in the hot spot one or two round before the rest of the party is also a classic.

Heh. This reminds me of our barbarian (we're also a 12th-13th level party) who charged 80 feet or so to attack six giant skeletons single-handedly. My jaw dropped after the PC had moved. Better yet, just after that, the druid dropped a Wall of Fire between us and the skeletons (along with the barbarian) to try and keep them from advancing! :eek:

Teamwork, guys. Teamwork. :D

As for movement, I've found the super-jumping to be useful in many ways. Not only is my rogue able to get in position anywhere and everywhere, but if you combine this with the Tumble skill, it gets really fun:

Normally, moving through an enemy's threatened area is DC15, while moving through the enemy's actual space is DC25. Sometimes, though, an enemy will be blocking a passage, so you can only go through them. But if you have the boots and a great jump skill (and room to pull off the maneuver,) you can jump over your enemy, passing through his threatened space (the one above him) rather than through his actual square. Let's you make that tumble DC at 15 rather than 25. Sure, it requires that you make two checks (jump and tumble) instead of one (tumble), but two checks at DC15 are a lot better than one at 25, methinks!
 

Well...

Just imagine a high level Monk with the Boots, and Spring Attack.

He moves 20' to the edge of a moat, jumps 15' over the moat, jumps up over a 20' wall, moves another 20' attacks the evil necromancer hiding inside the castle, and then goes back the way he came... All in one round.

He'd never need a ranged weapon.
 

Jack Haggerty said:
Well...

Just imagine a high level Monk with the Boots, and Spring Attack.

He moves 20' to the edge of a moat, jumps 15' over the moat, jumps up over a 20' wall, moves another 20' attacks the evil necromancer hiding inside the castle, and then goes back the way he came... All in one round.

He'd never need a ranged weapon.

The round after all the evil necromancer's goons start readying attacks against him, he would. ;)

Spring Attack and super-speed isn't an unbeatable combo by any means. It's very flashy, which is good for spotlight purposes, but can be dealt with easily enough. Otherwise, air elementals (fly 100', Flyby Attack) would be invincible.
 


Remove ads

Top