In fact, other than were it says that distance covered counts as movement, the only mention of distance is in the charts showing the DCs.JUMP (STR; ARMOR CHECK PENALTY)
Check: The DC and the distance you can cover vary according to the type of jump you are attempting (see below).
Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a –6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.
All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.
Distance moved by jumping is counted against your normal maximum movement in a round.
If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more.
I do know that is from the 3.0 SRD. That is what I wrote in the quote tag, is it not?Laman Stahros said:Um, Genshou, you do know that that quote is from the 3.0 SRD (I think), don't you? THe copy of the SRD that I have (taken from WotC's site) does not say that.
I quoted the 3.0 rules to show that they are far more balanced than the ridiculous system that was spawned by the 3.5 "revolution." Each type of jump has a base DC of 10 and a minimum distance which is much more reliant on actual real-world jumping distances than 3.5, which follows a "for every 1 point of your check result, you jump 1 foot" system and just doubles the DC when you aren't doing a running jump, and uses a skill check modifier for different base speeds.Laman Stahros said:In fact, other than were it says that distance covered counts as movement, the only mention of distance is in the charts showing the DCs.
Sir Brennen said: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.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.