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Jump while withdrawing?

I liked it better when withdrawl was just what you did when you took two move actions and didn't attack, and wasn't a 'full round' action all its own.

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Hmmm... isn't running a full round action? I may be wrong in that but the progression is something like walk (1 move action), double move and run as a full round action.

You can certainly jump during running so therefore the movement factor would seem to be the key.

More importantly is to consider the intent of the rules and the idea of what is happening. Whilst charging forward you are focussed on reaching your target and hitting it (+2 attack, -2 AC), I would conclude from that, that not only could you jump but that you could get the 20' movement bonus for doing so. Whilst withdrawing you are mainly concentrating on avoiding opening yourself up for attack, you are quite blatantly moving, and I would hesitate to stop someone jumping whilst doing so (unlike for instance, turning to open a door), but I would not allow the move bonus to jump (and in fact would probably penalise them) as they are backing away and not really paying 100% attention to where they are going, just where from. If the jump was a big thing they should just turn and run (taking attacks of opportunity).
 

Hypersmurf said:
If you did, remember, you'd pause in mid-air at the five-foot mark, until your next action... at which point you'd be required to use a move action to complete it.
Not necessarily a move action, why not another 5ft-step? After all, if we're ignoring the requirement that Jump is part of a move action to begin with, why not ignore it for finishing the jump action? So, I could full attack and 'start' a 10ft jump with my 5ft step, completing it next round with another 5ft-step. Neither part of the jump provoking an AoO.
heirodule said:
I liked it better when withdrawl was just what you did when you took two move actions and didn't attack, and wasn't a 'full round' action all its own.
I don't. With that rule, you had no idea if the movement provoked an AoO until after your turn, and then you have to retcon the action depending on the outcome of the AoO. Actions with special rules should be special actions.
 

OK, so related to these another jumping question - lets say my character jumps (lets say as a part of a Move action for the sake of argument) and he finishes his movement in mid-air.

Next turn I understand that I have to complete the jump as a move action as the first part of my turn. By RAW, do I have to continue the jump in the same direction that I started it?

It certainely makes sense, and is probably somewhere in the SRD, but I can't find it.
 

I'd allow it

Not necessarily a move action, why not another 5ft-step? After all, if we're ignoring the requirement that Jump is part of a move action to begin with, why not ignore it for finishing the jump action? So, I could full attack and 'start' a 10ft jump with my 5ft step, completing it next round with another 5ft-step. Neither part of the jump provoking an AoO.

Sounds good to me, just make the DC20 Jump check.

*Has thoughts of a bad guy with reach standing on one of two platforms and when the PCs get on one platform, he jumps to the other, keeping them in reach*

*writes that idea down*
 

Indeed, the first part of the Benefit section of the Leap Attack feat is "You can combine a jump with a charge against an opponent". If you could do that anyway, it wouldn't need to be stated as a benefit.
There's also the various acrobatic charge abilities, however, which mention that you might have to make skill checks (such as jump) in order to bypass obstacles.

Whatever the RAW say, I'm pretty sure most of the people at WotC have been assuming you can jump as part of a charge...
 

Vegepygmy said:
Since no one has responded to this obviously correct analysis, I thought I'd quote it. :)

This analysis makes the assumption that anything that involves movement is fair game - something that is contested by a great many other people.
 

starwed said:
There's also the various acrobatic charge abilities, however, which mention that you might have to make skill checks (such as jump) in order to bypass obstacles.

Whatever the RAW say, I'm pretty sure most of the people at WotC have been assuming you can jump as part of a charge...

Which, of course, allows charger builds to destroy the earth. :p

(Jump down a chasm; attack the earth at the end of your charge; deal absurd amounts of damage.)
 

moritheil said:
This analysis makes the assumption that anything that involves movement is fair game - something that is contested by a great many other people.
No, it just makes the "assumption" that jumping during a charge is allowed...an "assumption" that is supported by the FAQ.
 

Vegepygmy said:
No, it just makes the "assumption" that jumping during a charge is allowed...

Alternative phrasing - it makes the "assumption" that jumping as part of something other than a move action is allowed... an assumption that contradicts the skill description in the PHB.

-Hyp.
 

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