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General Tabletop Discussion
*Pathfinder & Starfinder
Jump skill as movement rather than a d20 roll
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<blockquote data-quote="genshou" data-source="post: 2363359" data-attributes="member: 13164"><p>I do know that is from the 3.0 SRD. That is what I wrote in the quote tag, is it not?</p><p> 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.</p><p></p><p>But there's no reason to need new rules. Just use the old ones, which have never caused problems for me (in fact, they work very well in no-magic games such as d20 Modern).</p></blockquote><p></p>
[QUOTE="genshou, post: 2363359, member: 13164"] I do know that is from the 3.0 SRD. That is what I wrote in the quote tag, is it not? 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. But there's no reason to need new rules. Just use the old ones, which have never caused problems for me (in fact, they work very well in no-magic games such as d20 Modern). [/QUOTE]
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Jump skill as movement rather than a d20 roll
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