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Monk Jump Distance
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<blockquote data-quote="CapnZapp" data-source="post: 7287845" data-attributes="member: 12731"><p>On topic, just a glance at <a href="http://www.d20srd.org/srd/skills/jump.htm" target="_blank">http://www.d20srd.org/srd/skills/jump.htm</a> <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> makes me immediately understand why the 5e designers went with "simpler"... </p><p></p><p>That said, there's something definitely off with the 5e jump implementation. I'm not thinking of Tabaxi Monks, however. I'm thinking of the way you're literally left hanging in mid-air if you want to jump longer than your (remaining) movement allowance.</p><p></p><p>If I'm forced to come up with a house-rule suggestion (remember, I'm not even sure why I'm in this thread at all), I would say that the rule:</p><p>1) you can jump up to your Strength score in feet</p><p>2) this assumes a running start (moving at least 10 ft before the jump)</p><p>3) each foot of jumping costs one foot of movement</p><p> </p><p>1) should assume a base speed of 30. </p><p>1a) Each 5 ft slower reduces your jump score by -2 feet. This is based on the fact that -5 ft corresponds to 1/6th, and 1/6th of the default Strength, 10, is 2. In other words, 10/6 is approximately 2. Yes, this means a slow speed doesn't wipe out a high Strength. Having a Strength of 20 doesn't increase this reduction to -4, for instance - it's still -2. A Dwarf with Strength 18 thus jumps as well as a human with Strength 16.</p><p>1b) Each 10 ft increases your jump score by +2 feet. While speed can only be reduced by -30, it can be increased by much more than +30, so better speed needs a worse benefit than lower speed gives a penalty. A character moving 80 ft still gets +10 feet, though. A Monk with Strength 8 thus jumps as well as a human with Strength 18 (in this case).</p><p></p><p>But mostly it's 3) that needs to go. In particular, the Jump spell is entirely rubbish if it can't make you jump longer than your current Speed. Having a Dwarf Wizard cast Jump and still be confined to <span style="color: #FF0000"><strong>15 ft</strong>*</span> is ridiculous. In a game with levitate, fly and misty step there is <strong>nothing</strong> over-powered with allowing you to jump longer than your speed.</p><p><span style="color: #FF0000">*) Remember, the dwarf needs to move 10 ft before jumping**, and he just spent his action casting a spell.</span></p><p><span style="color: #FF0000">**) That his "jump distance" has been tripled does nothing, since the movement available from his Speed is only ever going to be 40, and that only if he spends his <em>entire</em> round on just a frackin' <em>jump</em>... </span></p><p><span style="color: #FF0000"></span></p><p>I would actually not remove the stipulation - I would only add the rule that you can always finish your jump even when you've run out of movement. (The way the rule stops you from cheesing lots more movement by "free" jumping is good. This way, you CAN jump, only you have to stop when you land).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7287845, member: 12731"] On topic, just a glance at [url]http://www.d20srd.org/srd/skills/jump.htm[/url] :uhoh: makes me immediately understand why the 5e designers went with "simpler"... That said, there's something definitely off with the 5e jump implementation. I'm not thinking of Tabaxi Monks, however. I'm thinking of the way you're literally left hanging in mid-air if you want to jump longer than your (remaining) movement allowance. If I'm forced to come up with a house-rule suggestion (remember, I'm not even sure why I'm in this thread at all), I would say that the rule: 1) you can jump up to your Strength score in feet 2) this assumes a running start (moving at least 10 ft before the jump) 3) each foot of jumping costs one foot of movement 1) should assume a base speed of 30. 1a) Each 5 ft slower reduces your jump score by -2 feet. This is based on the fact that -5 ft corresponds to 1/6th, and 1/6th of the default Strength, 10, is 2. In other words, 10/6 is approximately 2. Yes, this means a slow speed doesn't wipe out a high Strength. Having a Strength of 20 doesn't increase this reduction to -4, for instance - it's still -2. A Dwarf with Strength 18 thus jumps as well as a human with Strength 16. 1b) Each 10 ft increases your jump score by +2 feet. While speed can only be reduced by -30, it can be increased by much more than +30, so better speed needs a worse benefit than lower speed gives a penalty. A character moving 80 ft still gets +10 feet, though. A Monk with Strength 8 thus jumps as well as a human with Strength 18 (in this case). But mostly it's 3) that needs to go. In particular, the Jump spell is entirely rubbish if it can't make you jump longer than your current Speed. Having a Dwarf Wizard cast Jump and still be confined to [COLOR="#FF0000"][B]15 ft[/B]*[/COLOR] is ridiculous. In a game with levitate, fly and misty step there is [B]nothing[/B] over-powered with allowing you to jump longer than your speed. [COLOR="#FF0000"]*) Remember, the dwarf needs to move 10 ft before jumping**, and he just spent his action casting a spell. **) That his "jump distance" has been tripled does nothing, since the movement available from his Speed is only ever going to be 40, and that only if he spends his [I]entire[/I] round on just a frackin' [I]jump[/I]... [/COLOR] I would actually not remove the stipulation - I would only add the rule that you can always finish your jump even when you've run out of movement. (The way the rule stops you from cheesing lots more movement by "free" jumping is good. This way, you CAN jump, only you have to stop when you land). [/QUOTE]
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