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<blockquote data-quote="Syrsuro" data-source="post: 4441146" data-attributes="member: 58162"><p>This is correct. The text says that (for a running jump) you take the Athletics check and divide by five and this is <em>the number of squares you can jump across.</em> It is not, literally, the distance you jump (you would have to literally jump a bit more than 10' to jump over a 10' pit, else you would land just short of the far side of the pit.</p><p> </p><p>But the rules themselves are clear: Roll a 10 on your athletics check and you can jump over two squares.</p><p> </p><p>It is a bit counter-intuitive because jumping over a two-square pit requires a three-square jump. But the Athletics skill is not determining how far you jump, it is determining how large an obstacle you jump over. Thus 10 equals jumping over a 2-square pit, even though that is a three square move.</p><p> </p><p>If his movement runs out before he lands, he falls. I.e. if the character can only move 5 squares and trys to move four squares and then attempts to jump two squares, no matter <em>what</em> the result of the athletics check he runs out of movement after 5 squares and falls into the pit. (If he ran or made a double move, he could - of course - possibly make it). The jump cannot extend your movement beyond your alloted move. </p><p> </p><p>If the character moved three squares and then jumped and rolled high enough to clear the pit, by the RAW he falls into the pit as well: His five movement squares are not sufficient to place him at the far side of the pit. In that case I would certainly give him a <em>chance</em> to grab the far side of the pit (DC chosen from page 42).</p><p> </p><p>All of this should, I believe, answer the questions about extra distance. Since the character has to have enough movement to reach the far side of the pit, you don't worry about it.</p><p> </p><p>If the character (again, able to move 5 squares) moves two squares and then jumps 2.6 squares (Athletics Check = 13), he simply moves the remaining 0.4 squares after he lands to end up at his full movement of 5 squares. Because the jump distance is part of his normal move distance, all that matters is how far he can move in total and whether his jump was sufficient to clear the obstacle. Your move does not end with the completion of the jump, but can continue beyond the jump (as long as you don't fall or trip) as long as you have movement left.</p><p> </p><p>I might allow them to make an attempt to grab the side of the pit on a roll that missed by 1 - or maybe 2, but not any more than that. A roll of a 5 means they cleared only 1 square and are still five feet short of the far side and fall. A roll of a 7 means that they are three feet short of the far side - and will fall.</p><p> </p><p>Edit: And finally, the reason <em>why</em> you don't round down (besides allowing for DMs who don't make their pits and obstacles in nice 5'x5' squares) is because that same number is used to determing the <em>height </em>of your jump.</p><p> </p><p>A roll of 14 may be equivalent to a roll of 10 when it comes to clearing a two-square/10' pit. But if you are jumping over a bench or low wall (or other obstacle), it is the difference between clearing an object that is 2.5 feet high and 3.5 feet high. So rounding down the 14 to a 10 has a noticeable effect on height and that is why you don't automatically round off the jump distance.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4441146, member: 58162"] This is correct. The text says that (for a running jump) you take the Athletics check and divide by five and this is [I]the number of squares you can jump across.[/I] It is not, literally, the distance you jump (you would have to literally jump a bit more than 10' to jump over a 10' pit, else you would land just short of the far side of the pit. But the rules themselves are clear: Roll a 10 on your athletics check and you can jump over two squares. It is a bit counter-intuitive because jumping over a two-square pit requires a three-square jump. But the Athletics skill is not determining how far you jump, it is determining how large an obstacle you jump over. Thus 10 equals jumping over a 2-square pit, even though that is a three square move. If his movement runs out before he lands, he falls. I.e. if the character can only move 5 squares and trys to move four squares and then attempts to jump two squares, no matter [I]what[/I] the result of the athletics check he runs out of movement after 5 squares and falls into the pit. (If he ran or made a double move, he could - of course - possibly make it). The jump cannot extend your movement beyond your alloted move. If the character moved three squares and then jumped and rolled high enough to clear the pit, by the RAW he falls into the pit as well: His five movement squares are not sufficient to place him at the far side of the pit. In that case I would certainly give him a [I]chance[/I] to grab the far side of the pit (DC chosen from page 42). All of this should, I believe, answer the questions about extra distance. Since the character has to have enough movement to reach the far side of the pit, you don't worry about it. If the character (again, able to move 5 squares) moves two squares and then jumps 2.6 squares (Athletics Check = 13), he simply moves the remaining 0.4 squares after he lands to end up at his full movement of 5 squares. Because the jump distance is part of his normal move distance, all that matters is how far he can move in total and whether his jump was sufficient to clear the obstacle. Your move does not end with the completion of the jump, but can continue beyond the jump (as long as you don't fall or trip) as long as you have movement left. I might allow them to make an attempt to grab the side of the pit on a roll that missed by 1 - or maybe 2, but not any more than that. A roll of a 5 means they cleared only 1 square and are still five feet short of the far side and fall. A roll of a 7 means that they are three feet short of the far side - and will fall. Edit: And finally, the reason [I]why[/I] you don't round down (besides allowing for DMs who don't make their pits and obstacles in nice 5'x5' squares) is because that same number is used to determing the [I]height [/I]of your jump. A roll of 14 may be equivalent to a roll of 10 when it comes to clearing a two-square/10' pit. But if you are jumping over a bench or low wall (or other obstacle), it is the difference between clearing an object that is 2.5 feet high and 3.5 feet high. So rounding down the 14 to a 10 has a noticeable effect on height and that is why you don't automatically round off the jump distance. Carl [/QUOTE]
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