mid air actions (jumping)

melonneko

First Post
Say a character made leap check and jumped over his base move, this allows him to end the turn in mid-air and finish his jump on his next turn. Would he be allowed to make a standard action before he hit the ground?
Also, if you jumped really far, would you use your total run movement for how far you moved on the second turn of the jump?
like say an epic level character with boots of jumping, jumped 200 ft. 30 on the first turn, 120 on the second? or just 30, or 60.
if there's not concrete rules, idea's would help ^_^
 

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Hmm. Physically speaking, a jump consists of two components. Vertical velocity, and horizonal velocity. Vertical velocity determines your hang time- due to gravity, you go up, and come straight back down. Horizontal velocity determines the distance you travel per second in the air.

Most people are in the air for less than a second. Even an olympic long jumper doesn't have much more hang time than that, certainly not a full 6-second round. You cover longer distances when you jump by having more horizontal velocity on takeoff, but you're still not in the air very long. IE, if you have a 1 second hang time, and cover 30 feet, your horizontal velocity is 30 ft/second- this is approximately the world record long jump. If you jump farther, you don't get much more time, but you take off a bit harder and have a greater horizonal velocity.

OK, screw the math, it's boring anyway. Long story short, no, you wouldn't hang in the air for a full round, you'd be up for a second or two max, and you wouldn't really be able to take an action while you were up there. If they tried, give them a -20 or -30 circumstance penalty to the action- it should be nigh impossible, but the game is about heroes, right?
 

I have a bad memory, so i dont remember where i read it, but i didn't make the stay in mid air from one turn to another up.
anyways, its not necessarilly jumping 30ft. say you attack, move 25 ft and jump 10ft. only 5ft will fit into that first 6 seconds, the last 5 feet go into your next round.

also, i know jumps are usually short. but it IS possible to jump hundreds of feet in dnd, and that would give you a considerable hang time.

i have been debating, it mostly depends on what the person wants to do. like, i would probably let someone draw a weapon in mid-air, just cus it looks cool. I was mostly thinking of a monk druid and wanted to wildshape in mid-jump.

thanks for replying btw =D

melon-neko
 

Monk/Psychic Warriors with magically boosted movement and jumping are on an entirely different level than Olympic jumpers. It is possible for them to go high enough that they'll be in the air for more than 6 seconds.

I'd let them take an action at no penalty, unless it required concentration - in which case they'd have to make the check for violent movement.
 

To hang in the air for six seconds, you would have to have a vertical jump of 45 meters, or about 150 feet. That's vertical. Jumping horizontally is faster- in six seconds, you could go 60 meters or better, or more than 200 feet. Actually, that's probably not far enough, but it's based on a take-off speed of 10 m/s, or a D&D movement of about 200' per round.

There had better be a 48 meter ceiling above your head, though, or you're screwed, whacking into for falling damage or more!

A high level monk tops out at speed 90. Boots of S&S double that, and give a +10 to jump. Give him a jump skill of 23 for being a 20th level monk. He really, really, wants to jump far, so he also has tumble for the synergy bonus.

He rolls a 20. +25, that's 45; +10 for the boots= 55; that gives us 45 feet plus 5 base is a 50 foot jump- if he were moving at speed 30. He's moving at 180, for a multiplier of 6, or distance of 300.

Takeoff speed is 180/6, gives us 30 feet a second, for a hang time of 10 seconds.

Due to how I picture the Boots working, though, giving you a special kick to your jump that increases your base move/second, I'd say he actually jumps at about speed 40ft/s. Still a hang time of almost 8 seconds, very respectable. I'd let him do things that didn't take a lot of concentration. He'll want to be planning on that landing, after all.

The ceiling better be at least 80 meters tall, though, or he's screwed. Falling damage from hitting the ceiling, then he falls again all the way to the floor, plus he doesn't get anywhere near the 300 foot jump, and probably ends up falling onto whatever he was trying to clear.

By the way, if you want him to be in the air for 10 seconds like I first calculated, the ceiling needs to be 125 meters.

There are a couple more modifiers you can toss in there, but basically you need to have a movement around 200 and clear around 300 feet on your jump for it to take longer than a round.
 

According to the rules, you have to take move actions sufficient to finish the jump. Hence, if you jumped far enough that you were still in the air for the whole of the next round, you would have to take a double-move action, and obviously would not be able to take any other actions.
If you only have to take a single move to finish your jump, then you only take a single move, and can thus take a standard action.
 

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