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<blockquote data-quote="Reynard" data-source="post: 7481936" data-attributes="member: 467"><p>I'm glad you had a successful fun thing. That's great.</p><p></p><p>And to be clear, despite the ridiculous level of this thread, I really am not looking for super detailed jump rules. Like I said initially, I just like having benchmarks for stuff like that. I don't like deciding if a 3 foot jump is Moderate or Hard based on whether it is dramatically appropriate. I like things that are physical to be concrete and consistent. The reason I like rule books to provide that information is that I like to know what the designers thought qualified as a Hard jump, so when I am running the game I can feel confident that my improvised, arbitrary difficulties are not way outside the expectations. I have a little simulationist in me, so sometimes I think of the rules as the laws of physics in the game universe.</p><p></p><p>For example, assume the rule was your running long jump distance was whatever the result of your Athletics check was for any given jump attempt, and half that for a standing long jump. There's no "take 10" in 5E but there are passive checks that kind of fill the niche (as discussed way upthread) so a character with a +5 jump skill based on strength and proficiency bonus can be assumed to be able to make a 15 foot long jump pretty routinely. But, extend that distance to 20 feet and things get a little dicey (so to speak). Having this information is valuable for deciding how wide to make the chasm where Bob is about to be mauled by the zombie horde -- whether or not I design that chasm ahead of time, throw it in off the cuff, or roll it on a random dungeon generator table. It is also helpful for Bob's player, because if the chasm is 18 feet wide and therefore the player knows the DC 18, the player can make an informed decision about whether it is worth the risk and whether to spend that precious inspiration.</p></blockquote><p></p>
[QUOTE="Reynard, post: 7481936, member: 467"] I'm glad you had a successful fun thing. That's great. And to be clear, despite the ridiculous level of this thread, I really am not looking for super detailed jump rules. Like I said initially, I just like having benchmarks for stuff like that. I don't like deciding if a 3 foot jump is Moderate or Hard based on whether it is dramatically appropriate. I like things that are physical to be concrete and consistent. The reason I like rule books to provide that information is that I like to know what the designers thought qualified as a Hard jump, so when I am running the game I can feel confident that my improvised, arbitrary difficulties are not way outside the expectations. I have a little simulationist in me, so sometimes I think of the rules as the laws of physics in the game universe. For example, assume the rule was your running long jump distance was whatever the result of your Athletics check was for any given jump attempt, and half that for a standing long jump. There's no "take 10" in 5E but there are passive checks that kind of fill the niche (as discussed way upthread) so a character with a +5 jump skill based on strength and proficiency bonus can be assumed to be able to make a 15 foot long jump pretty routinely. But, extend that distance to 20 feet and things get a little dicey (so to speak). Having this information is valuable for deciding how wide to make the chasm where Bob is about to be mauled by the zombie horde -- whether or not I design that chasm ahead of time, throw it in off the cuff, or roll it on a random dungeon generator table. It is also helpful for Bob's player, because if the chasm is 18 feet wide and therefore the player knows the DC 18, the player can make an informed decision about whether it is worth the risk and whether to spend that precious inspiration. [/QUOTE]
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