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lowkey13
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That brings up another, in my opinion interesting, foible of the jumping rules:Horizontal (obviously) but no momentum behind it from running up the wall previously, so I would use standing-start jump limit (half STR) for distance covered horizontally at that height. Obviously they'll have gone further by he time they hit the ground below, full STR seems reasonable at the very least.
That sounds more like they just got sloppy with their natural language, and the thing you're suggesting was never intended. It doesn't make sense that you should jump farther by running in a different direction first, and I wouldn't expect any player (or DM) to think that it would.The movement requirement doesn't specify directionality, just that the movement happen "immediately before the jump", and that the movement be made "on foot."
So you can move 10 feet north, on foot, to satisfy the rules requirements for best jumping distance even if your jump is to the east, west, or even the south (though that's likely not to be a helpful choice to make).
I wouldn't expect it either - I was just pointing out that the default many people have, trying to use real-world physics however well they understand it to figure out how to rule in the game, is different from the default the designers of the game appear to have.That sounds more like they just got sloppy with their natural language, and the thing you're suggesting was never intended. It doesn't make sense that you should jump farther by running in a different direction first, and I wouldn't expect any player (or DM) to think that it would.
I just let monks move/jump anywhere they want up to their movement after 9th level. Don't bore me with the math.
The rule of thumb is this: if it's possible for an action star with a fight choreographer and a full team of riggers to do with months of planning and days of setup up, it's possible for a high-level monk to do.