D&D (2024) Jumping

DND_Reborn

The High Aldwin
If jumping doesn’t count toward movement, doesn’t it mean you can always get more movement by jumping at the end?

Maybe if there were always a chance of landing prone, with any remaining movement lost, it would alleviate abuse.
Since you require twice the distance you intend to jump it hasn't been an issue and also our group doesn't abuse mechanics which lead to silly results.

If it is a concern, what we did prior was each foot jumped counted as half a foot towards your speed, so you can do that if you want. In the above examples:

Jump 16 feet or less, no check. You must move 32 feet prior to the jump (using the Running special movement).
With a DC 10 Strength (Athletics) check, they can jump 22 feet (16 + 3x2). You must move at least 44 feet (Running special movement).
With a DC 20 Strength (Athletics) check, they can jump 28 feet (16 + 3x4). You must move at least 56 feet (Running special movement).
Jump 16 feet would count as 8 feet of your speed. With the 32 feet of prior movement total is 40.
Jump 22 feet would be 11 feet of your speed, plus 44 feet equals 55 total.
Jump 28 feet would be 14 feet, plus 56 would equal 70 total.

You can see in the last example how you have now exceeded the maximum RAW Dash with speed 30. However, if you look at the Running special movement, this allows a speed 30 to move 60, and with a DC 10 Strength (Athletics) check gains +10 speed for the 70 you require in the last example. Combining these two of course makes sense because if you are actually doing a running long jump, it helps if you actually RUN before jumping. ;)
 

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Branduil

Hero
The jumping rules are bizarrely simulationist in an edition that's supposed to be simple, it feels like the writers were possessed by Gygax when they wrote that. Just make it:
  • 10 foot runup for a running jump
  • Athletics check = max distance jumped
  • Standing jump = Athletics check/2
 

DND_Reborn

The High Aldwin
The jumping rules are bizarrely simulationist in an edition that's supposed to be simple, it feels like the writers were possessed by Gygax when they wrote that. Just make it:
  • 10 foot runup for a running jump
  • Athletics check = max distance jumped
  • Standing jump = Athletics check/2
Other than the 10 foot run-up, I would agree.

Let's see, at best STR 20 with Athletics expertise in tier 4 would be +17, allowing for a "take 10" check of 27 feet and a maximum of 37 feet.

On the other end, a STR 16 with Athletics expertise in tier 1 would be +7, allowing an average of 17 with maximum 27, but also a minimum of 8.

All-in-all, not bad, but really swingy.

Maybe:

Maximum jump distance equals STR score plus half of Strength (Athletics) result.

In the above examples, the maximum would be 37/2 + 20 or minimum 20 to maximum 38; and then 27/2 + 16 or minimum 16 to maximum 29.

I don't know, there should be something simple...
 

Cadence

Legend
Supporter
Am I correct that "Gust of Wind" gives everyone who wants it an extra 15' of movement moving away, without spending any movement? (unlike Jump)

Does Expeditious Retreat not synergize well with the Jump spell because of concentration?
 

Sir Brennen

Legend
1) Up to GM. Per Jeremy Crawford, there is no official rule that you can voluntarily fail a Saving Throw, but he's okay with it. Gust of Wind definitely seems like a spell that should allow you to "go with the flow". The spell also causes "forced movement"... e.g., some outside force is moving you, so it's not part of your normal movement allowance, where Jumping is.

2) Why wouldn't they "synergize well"? Expeditious Retreat requires Concentration, but Jump doesn't, so you could have both going at the same time.
 

The problem isn't that the jump is added to your move allowance, it's that your move allowance isn't long enough to allow for a reasonable run-up to a jump plus the jump itself, even though in the fiction a run-and-jump can easily be done in six seconds (though ten seconds would be better). If the move allowance was long enough that both run-up and jump could happen without exceeding it then the issue goes away.

As it sits, though, the game rules twist the fiction into knots.
If you Dash then you should have plenty movement for any realistic jump. If you don't Dash it makes sense that you can only manage a short hop, since you spent most of the round doing something other than running and jumping.
 

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