HarbingerX
Rob Of The North
They do allow a 'double-move' to cover such situations. Convert your standard action to a move action and they you don't have to determine if you fall until the end of your second move action. So with some planning of your turn, you can make a move with a larger jump.I like being able to split a jump over two turns, or even two actions. I always hated that my GM would never let my 3rd edition jump-master PC jump up and attack flying enemies, because by the rules, you fall at the end of your move action, so you never had a chance of attacking while mid-air.
This led to a debate on the rules forum where Hypersmurf posited that if your first action in a turn was to ready an action to attack when an enemy was within range, and then you used your move action to run and jump, your readied action would trigger while you're in mid-air.