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<blockquote data-quote="5ekyu" data-source="post: 7482586" data-attributes="member: 6919838"><p>Of course there is, or can be. </p><p>A skill check can fail - leading to falling down on landing if the Gm so rules or *any other setback* the Gm sees as appropriate including going too far.</p><p>A skill check can (often does) take an action not occur as a default part of movement.</p><p>A simple read of the sentence under ability checks which tells you what happens if you do not make a skill check can give you some ideas as to why someone would not take the jump check every time. </p><p></p><p></p><p></p><p>You are very correct... just like how the rule on casting curelight wounds says it takes an action... but the spell on sorcery metamagic says it might be castable with a bonus action by using quicken spell on cure light wounds.</p><p></p><p>Similarly, the athletics skill defined in the mysterious "Ability Checks" says you can jump unusually long distances. just like the jump spell increasing your jump distance.</p><p></p><p>The same section about jumping by strength defines your movement using jump as a part of your move... no fail, no check, nothing else at play there... but there are a lot of rules in the game that alter that baseline - one of them is the athletics skill examples.</p><p></p><p></p><p></p><p>The rules for jumping in movement are the safest.</p><p></p><p><strong>I realize it wasn't you but someone said it was a judgement at their table that everyone always tries as hard as they can...</strong></p><p><strong></strong></p><p>Anyone with any experience in even athletics to the extent of casual bowling, golf, baseball, tennis or dozens of dozens of others knows this is one of the first thing someone is told by a coach. </p><p></p><p>Almost exclusively (above even a moderate point tho that point grows obviously as the physique and training improve) more power costs precision, more power produces more exhaustion and more power produces greater risk. Anyone proficient with athletics (speaking character) knows this.as they have seen it in play. the key to athletics and exertion is to spend the energy one needs to the task and no more - and jumping is one case where that is actually reflected in the rules with a defined "safe, no fail (except for terrain induced) and as part of movement action economy defined limits" and also a athletics skill check to jump "unusually long" - unusually not referring to the frequency of them making the jump obviously, but the length. </p><p></p><p></p><p>But Gms are free to interpret whatever rules however they want and decide which they use and which they dont and which ones to "still claim Raw" and yet assign DC40s to.</p><p></p><p>So, no biggie as long as their players buy that.</p><p></p><p>All is good.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7482586, member: 6919838"] Of course there is, or can be. A skill check can fail - leading to falling down on landing if the Gm so rules or *any other setback* the Gm sees as appropriate including going too far. A skill check can (often does) take an action not occur as a default part of movement. A simple read of the sentence under ability checks which tells you what happens if you do not make a skill check can give you some ideas as to why someone would not take the jump check every time. You are very correct... just like how the rule on casting curelight wounds says it takes an action... but the spell on sorcery metamagic says it might be castable with a bonus action by using quicken spell on cure light wounds. Similarly, the athletics skill defined in the mysterious "Ability Checks" says you can jump unusually long distances. just like the jump spell increasing your jump distance. The same section about jumping by strength defines your movement using jump as a part of your move... no fail, no check, nothing else at play there... but there are a lot of rules in the game that alter that baseline - one of them is the athletics skill examples. The rules for jumping in movement are the safest. [B]I realize it wasn't you but someone said it was a judgement at their table that everyone always tries as hard as they can... [/B] Anyone with any experience in even athletics to the extent of casual bowling, golf, baseball, tennis or dozens of dozens of others knows this is one of the first thing someone is told by a coach. Almost exclusively (above even a moderate point tho that point grows obviously as the physique and training improve) more power costs precision, more power produces more exhaustion and more power produces greater risk. Anyone proficient with athletics (speaking character) knows this.as they have seen it in play. the key to athletics and exertion is to spend the energy one needs to the task and no more - and jumping is one case where that is actually reflected in the rules with a defined "safe, no fail (except for terrain induced) and as part of movement action economy defined limits" and also a athletics skill check to jump "unusually long" - unusually not referring to the frequency of them making the jump obviously, but the length. But Gms are free to interpret whatever rules however they want and decide which they use and which they dont and which ones to "still claim Raw" and yet assign DC40s to. So, no biggie as long as their players buy that. All is good. [/QUOTE]
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