Magical jumping nerfed?

Ruined

Explorer
Hi All. I don't follow the rules boards as much, so wondering if someone could shed some lights or at least murky opinions on this.

I know they've refined the skills, and with that they've altered magic that affects them. One of my players pointed out how much the bonuses for the Jump spell have been dropped. Previously it was a blanket +30 comp bonus for jump checks. Now it's stretched out over levels, gaining the bonuses at 5th and 9th caster level.

Is it me, or does it seem a bit watered down. I know its only a first level spell, but it was always one I liked for style.

Also, were Boots of Striding and Springing reduced in capacity? I don't have older books nearby, but a +5 comp bonus on jumps seems a bit low.
 

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theRuinedOne said:
Hi All. I don't follow the rules boards as much, so wondering if someone could shed some lights or at least murky opinions on this.

I know they've refined the skills, and with that they've altered magic that affects them. One of my players pointed out how much the bonuses for the Jump spell have been dropped. Previously it was a blanket +30 comp bonus for jump checks. Now it's stretched out over levels, gaining the bonuses at 5th and 9th caster level.

Is it me, or does it seem a bit watered down. I know its only a first level spell, but it was always one I liked for style.

Also, were Boots of Striding and Springing reduced in capacity? I don't have older books nearby, but a +5 comp bonus on jumps seems a bit low.

PC mobility has been reduced in 3.5. Fly spells don't last as long, most speed increasing spells have been reduced, and jumping doesn't let you break the laws of physics as easily.
 

and thank god for that.
One of the first things I hated about 3E was that the Jump spell demoralizes Monks, or anyone trying to make a character that's any good at Jumping.
If a non-mage has to dedicate their skills (and/or feats) level after level to be good at something, and a mere wisp of a 1st level mage can just cast one paltry spell and be better than they can ever hope to be in their lifetimes.... well, that's the definition of a screwed up magic system to me.
 


reapersaurus said:
and thank god for that.
One of the first things I hated about 3E was that the Jump spell demoralizes Monks, or anyone trying to make a character that's any good at Jumping.
If a non-mage has to dedicate their skills (and/or feats) level after level to be good at something, and a mere wisp of a 1st level mage can just cast one paltry spell and be better than they can ever hope to be in their lifetimes.... well, that's the definition of a screwed up magic system to me.
Then again, jumping isn't that heroic a feat... I mean, you don't exactly win wars or save worlds by jumping. Same goes for Balance, or Forgery. While it might be handy in some places, it is doubtful how much it'll change the world. Single skills are small things, while being good at a multitude of things can truly get things going (infiltration, politics, espionage, etc.), but fortunately there are no spells that grant an "insane" bonus to all skills.

- Cyraneth
 

I always wondered why these uber jumpers (in 3.0) didn't suffer falling damage, when they were leaping 600 feet forward. The rules said that you reached a height of 1/4 jump length. That means 150', or 15d6 of falling damage. Who'd wanto to jump then, unless you took a "soft landing" feat :D.
 

Cyraneth said:
Then again, jumping isn't that heroic a feat... I mean, you don't exactly win wars or save worlds by jumping.

I dunno. My 3.0E elven fighter just purchased Boots of Striding and Springing and a Ring of Jumping in preference to many other combat related equipment.

His role is definitely front-line fighter and the extra mobility and jumping ability really open up some options that simply were not possible before. Particularly to get behind the front rank. Mind you, he also has the Spring Attack feat (which was still more than useful before the Boots).

But they are really paying for themselves now as the elf and 2 other survivors from a large battle against a vampire and his minions (including a Glabrezu) are now pursuing the gaseous form of the vampire through sewerage tunnels under the city in an effort to dispose of him permanently (he is a long-term protaganist that has killed several PCs and NPCs - easy to do when your a drow vampire fighter/wizard). There is no way we could have made it to his lair without the mobility.
 

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