How does a 15 strength character jump a 16' gap?
or a 20' gap?
do they land prone?
does it matter if they have extra movement ? Or are slower? Or small?
what are the mechanics for long jumping or high jumping?
I allow a jumper to extend his base norm by 20% per 5pts of an Athletics check.
So, a PC with 20 Str and +6 proficiency who rolled a 20 on his die could jump 44ft. Quite a bit beyond the Olympic records, but hey, it's epic fantasy.
With armor and backpack and such, that's not just beyond the roughly 29 1/3 foot Olympic record, it grabs the Olympic record, beats it up, stumps on it and then takes a leak on it (I do not even know how you got to 44 there, a normal jump is strength 20 add your houserule of +20% of 31 athletics check would be 6, for 26 total).
Apologies, was away from my DM Screen and the ole memory ain't what it used to be. The modifier is 15% (not 20%), per 5pts of the Athletics check.
So, if you get a 31 on your check [20 roll + 5 Str mod + 6 prof bonus], divided by 5 is six increments of 15%; total of [.9 * your 20 Str score] for 18ft added to your baseline of 20ft. Grand total of 38ft. Still smashing records, but that's a 20th level PC rolling perfectly...
As for the gear mention, I use the variant encumbrance rules, and keep track of what the PCs are carrying. If the plate wearing, backpack carrying fighter wants to jump a chasm, I will alter the 5pt/15% modifier on a case by case basis. Throw in the Disadvantage from encumbrance, and things can get real tricky real quick.
Actually, I really like the concept of your house rule, but I would simplify it a bit.
Strength plus Athletic check / 5 (normal round down). First level PC with 8 Strength and no Athletics? 8 feet to 11 feet (20 becomes a 19 with a -1 modifier). First level PC with 16 Strength and Athletics? 17 feet to 21 feet. 17th level PC with 20 Strength and Athletics? 22 feet to 26 feet. Much better than the 8 to 20 feet of the normal rules. And by squeezing the roll like this, it's not a situation of jumping 15 feet one round and jumping 28 feet the next. Except for a 8 or 9 Str PC, there's always a difference of 4 feet between best and worse jump (which makes sense, although we do use the DMG optional rule of 1 something bad can happen, 20 something good can happen for checks and saves).
Btw, in my game, things that PCs have to jump over are not increments of 5 foot like the 4E grid system. A chasm can be 6 feet, 9 feet, 11 feet, whatever depending. So, every +1 can help. Also, my rooms are not always 10x20 rooms. Lots of times they are 8x21 or 17x18 or any other dimensions, often weird blob shaped caverns of whatever size.
Too much thinking, not enough action.
There is no roll required to make a jump equal to your strength if you get your running start. If you want to jump a bit farther than that, the DM should set a DC for an athletics check. It should be done on the fly and shouldn't allow the jumping distance to grow dramatically - by no more than 5 feet. However, I'd tell people to subtract their strength modifier from their athletics check - they're already getting the benefit of their strength in the base distance they can leap. It should not be double counted. Only count proficiency and the benefits of advantage.
Excellent catch.However, I'd tell people to subtract their strength modifier from their athletics check - they're already getting the benefit of their strength in the base distance they can leap. It should not be double counted. Only count proficiency and the benefits of advantage.
I'd say they get a running leap and then catch the edge if their hands are free, they then climb up their (height x1.5) provided they have remaining speed.How does a 15 strength character jump a 16' gap?
or a 20' gap?
Hanging on the ledge I say.do they land prone?