Jump skill as movement rather than a d20 roll

jndiii

First Post
The Jump skill has scads of silliness both in 3.0 and 3.5. 3.5 is slightly easier to work with, but not by a lot.

The core silliness I find is that someone with a bonus of +0 in Jump can take 10 and jump a 10-foot ditch, but if they don't take 10, they might jump 1 foot or 20 feet. The variance is too huge. Further, it implies Olympic-class jumpers should be randomly jumping either really badly (only 20 feet) or sometimes superhumanly (40 feet). Finally, figuring out what the DC is for which case becomes kind of ridiculous after a while.

Rather than have Jump being a random skill, my concept is to treat it as a movement rate, for purposes of normal jump attempts, spells, and magic items.

Here's the rewrite:
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Jumping -

Almost all creatures have a base Jump movement. In general, this base jump movement is 1/3 of land movement, rounded to the nearest 5' increment (to keep the math easy). So a halfling has a base jump of 5', a human can jump 10' and a light horse can jump 20'. If a creature has a magical bonus to its movement rate, every +30 feet of movement increases the base Jump movement by 10'.

The Jump skill modifies this movement rate by its bonus (and equally so for all creatures). Every +1 bonus of the jump skill increases the jump movement by 1 foot. For standing leaps, this movement rate is halved. For high jumps the movement rate is 1/4.

To use jumping, you note the distance that you want to jump. If the distance is within your jump movement rate, you make the jump. If the distance is over 10 feet, a Balance check (DC 15) is necessary to stay standing and keep moving in a coordinated fashion. If you fail by 10 or more, you fall prone, and your turn ends. If you fall prone next to the gap you were jumping, you might fall in (DC 10 Balance check to avoid falling in). If you fail by 9 or less, you are dazed for the rest of this turn and may take no further action. You may act normally next turn, unless of course you are abnormal, in which case you may act abnormally next turn.

If the distance you wish to jump is up to 5' greater than your jump movement, you may attempt to grab for the ledge. This works like normal jumping, except that instead of a balance check, you make a Climb check (DC 15) to avoid missing and falling.

It is possible in a non-stressful situation to take 10 on any of these balance or climb checks.

If your jump movement is greater than your normal movement rate, you may jump that far, but doing so is a full-round movement. For example, if your movement rate is 30 feet, but you can jump 35 feet, then you can run 20 feet, jump 35 feet,
and then move another 5 feet (for a total of 60 feet). If your jump movement is equal to or greater than the distance you can cover in a hustle, you can make the jump, but you may not move any further after landing.

For example, a very athletic human with a +20 Jump bonus has a base jump movement of 30 feet. He seeks to jump over a 20-foot-wide pit trap. He can take a running jump by moving 20 feet, jumping 20 feet (well within his jump movement of 30 feet), and then move another 20 feet after that if he succeeds on his DC 15 balance check.

For purposes of magic item creation, the cost of an item that improves jumping is (bonus)-squared times 20 gp. A +10 ring of Jumping costs 2000 gp, +20 is worth 8000 gp, and +30 is worth 18000 gp.

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Aside from the randomness, the other thing I sought to address was the absurd cost of a ring of Jumping, because the 3.5 pricing scheme bases its price on Jumping being a skill. But when you get right down to it, a +5 to the jump skill is only 5 more feet to move, and is not comparable to increasing a +15 Hide bonus to +20 (reducing the chance of being spotted from merely "unlikely" to "pretty much impossible". For a normal skill, each extra +5 DC that you can make is a major achievement; 5 more feet of jumping pales in comparison. So while I don't quite reintroduce the +30 ring of jumping for a mere 2000 gp, I don't make it cost 90,000 gp as it would under 3.5 RAW.

This skill reaches its ultimate expression with a monk. at mid levels, a monk has a 60' move, for a 20' base jump, and could possibly have a +20 Jump bonus from normal modifiers, and perhaps a full +30 ring of jumping. This would make a 70' jump possible (35' standing long jump, 9' standing high jump). Also, the monk would be jumping often enough to be forced to take a decent Balance skill to keep from falling over or being forced to end his movement. With the magic bonuses, I think this allows for spectacular Martial Arts / Anime-style leaps, without breaking the "normal" part of the rules for those who have only normal levels of jumping. Finally, keeping it as straight movement makes it even easier than the 3.5 system, since you don't even need to look up a DC to roll.

Comments? Suggestions?
 

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Elegant..

I like this variant.. I would suggest not rounding your 1/3rd movement to the nearest 5 as you then add on a non-rounded skill bonus. Might was well give those Barbarians a bit of a bonus to thier jumping ability.

have you thought of doing the same with the Swim skill?

I would suggest not doing the same with the Climb skill as personal experience tells me that your rate of movement can vary greatly from moment to moment.
 


My only concern is the base 10' jump - I don't think the average person can consistently make a 10' running jump, even completely unecumbered. Add in a backpack, weapon, maybe a bit of armor...not a chance.

Still, if a GM is going for a more heroic, swashbuckling style of game vs grim and gritty, this is a simple and coherent mechanic. Good work.
 


Players are always able to take 10 on the Jump check unless some threat is immediate. Olympic jumpers are not under some immediate threat, and thus would be taking 10. If your players are rolling and coming up with a 1, it represents that something strange happened to them. They tripped, were startled, whatever.

The randomization of jumping is equal to that of combat. Under normal conditions (say attacking a dummy) a fighter wouldn't result in a 1 and then a 20, all his hits would be about equal. In combat, however, flukes arise and the randomization is used.
 

Nice set of rules, but not really neccessary under 3.5. The idea that an untrained jumper (+0 mod) jumps 1 to 20 feet in combat isn't entirely accurate. The Jump check doesn't exactly tell you how far you've jumped, just whether or not you've beat the DC for a particular distance. So jumping a 10' ditch has three outcomes:

Beat DC = Successfully jumped
Missed DC by less than 5 = Missed, but close enough to try grabbing for far edge.
Missed DC by more than 5 = Missed, fall in ditch

No "I rolled a 2, I only jumped 2 feet" - it's just a miss. Just changing the paradigm of what the jump roll represents - success or failure, rather than actual distance - made a huge difference to me, and I like the change for the revised edition.

Differences in speed and heights are accounted for in 3.5 as well, so, IMHO, I don't see this variant as neccessary.
 


Minimum jump distance in 3E?

3rd Edition SRD said:
Jump (STR; ARMOR CHECK PENALTY)
Check: The character jumps a minimum distance plus an additional distance depending on the amount by which the character's Jump check result exceeds 10. The maximum distance of any jump is a function of the character's height.
It never states specifically in the description that a character needs to succeed at a DC 10 check to jump the minimum distance, only that the amount by which you beat DC 10 can add extra jumping distance. In my own games, I've always ruled that a Jump check is never necessary to clear the minimum distance; an average human wouldn't fail a 3-foot standing long jump half the time, considering most people can almost step that far.

With a running jump, a character with a speed of 30 feet clears a minimum of 5 feet, plus one foot per point above DC 10. The maximum distance jumped is six times your height, so a 5'10" human with a running start could jump up to a maximum of 35 feet with a check result of 40. With a +30 bonus to Jump checks, you could make this jump reliably by taking 10. Without the aid of magic, that's an ability out of the reach of characters too low in level to circumvent the jump through other means (spider climb, fly, teleport...). With a ring of jumping, characters can circumvent nasty chasms at the cost of 2,000 gp (in 3rd Ed.) and an item slot.
aceofgames said:
If it ain't broke, don't fix it.
I agree. A Jump check isn't broken the way it functions in 3rd Edition. The way they "fixed" it is stupid. Just use the tried-and-true 3rd Edition rules for Jump checks instead.
 

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