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Jumping while Charging?
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<blockquote data-quote="Bigwilly" data-source="post: 1872583" data-attributes="member: 16730"><p><strong>In 3.0 yes, in 3.5 probably not</strong></p><p></p><p></p><p></p><p>This is what I hate about 3.0 to 3.5. All the little changes that combine to completely f*ck you up:</p><p></p><p>- Charge is now clearly described as a full round action (this is actually good), so our dwarf in plate mail can move up to 40' in a straight line and make a charge attack.</p><p>- Jump mechanics completely changed so he needs a 20' move (think this used be 10' but not sure), leaving only 20' of move left for jump. Jump is still part of movement, so it depends on whether on not you allow a jump as part of charge full round action (I do). </p><p>- Ring of jumping (and spell) nerfed. Ring of jumping 3.0 added a massive +30 to the jump check. <em>Improved</em> Ring of jumping 3.5 adds an underwhelming +10. Needless to say when I started this campaign in the 'old' days, the ring that the dwarf got gave a +30 bonus. I have not changed this so the dwarf still gets +30 on his jump checks.</p><p></p><p>Now for the jump calculation. The Dwarf has only 1 rank in jump but does have a +5 strength bonus. He takes a -6 armor check penalty (full plate) and another -6 because he only has 20' move, but then gets +30 from 3.0 ring of jumping for a total before rolling of 24. If he takes the 20' run up, he can clear 20' (DC20) without having to take a jump check and with an average roll can make 35' (DC35 and taking into account the fact that 3.0 jump spell also allowed you to jump further than you normally could. So IMC, I will allow him to continue to make jump-charges as much as he likes and as long as he makes the roll. In a 3.5 RAW campaign, he couldn't.</p><p></p><p>And as R and T from the three haligonians agreed, the image of a plate armored dwarf suddenly leaping across the room and planting his axe in some NPC's chest is just too cool not to allow it!</p><p></p><p>Bigwilly</p></blockquote><p></p>
[QUOTE="Bigwilly, post: 1872583, member: 16730"] [b]In 3.0 yes, in 3.5 probably not[/b] This is what I hate about 3.0 to 3.5. All the little changes that combine to completely f*ck you up: - Charge is now clearly described as a full round action (this is actually good), so our dwarf in plate mail can move up to 40' in a straight line and make a charge attack. - Jump mechanics completely changed so he needs a 20' move (think this used be 10' but not sure), leaving only 20' of move left for jump. Jump is still part of movement, so it depends on whether on not you allow a jump as part of charge full round action (I do). - Ring of jumping (and spell) nerfed. Ring of jumping 3.0 added a massive +30 to the jump check. [i]Improved[/i] Ring of jumping 3.5 adds an underwhelming +10. Needless to say when I started this campaign in the 'old' days, the ring that the dwarf got gave a +30 bonus. I have not changed this so the dwarf still gets +30 on his jump checks. Now for the jump calculation. The Dwarf has only 1 rank in jump but does have a +5 strength bonus. He takes a -6 armor check penalty (full plate) and another -6 because he only has 20' move, but then gets +30 from 3.0 ring of jumping for a total before rolling of 24. If he takes the 20' run up, he can clear 20' (DC20) without having to take a jump check and with an average roll can make 35' (DC35 and taking into account the fact that 3.0 jump spell also allowed you to jump further than you normally could. So IMC, I will allow him to continue to make jump-charges as much as he likes and as long as he makes the roll. In a 3.5 RAW campaign, he couldn't. And as R and T from the three haligonians agreed, the image of a plate armored dwarf suddenly leaping across the room and planting his axe in some NPC's chest is just too cool not to allow it! Bigwilly [/QUOTE]
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