Need alternate Jump rules

Jovah

First Post
I am a self-admitted Math boob.

The rules for Jump are too complicated - unless you have a nice PDA program/calculator the game bogs down as we try to calculate the air wind speed velocity etc.

Does someone have a simpler system?

Maybe DC based.

or can they point me to a product or another thread.

Thanks in advance to the Big Throbbing Brain (TM) that is
ENWorld.
 
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Try the ones in d20 Modern.

From their SRD:

Check: The DC and the distance the character can cover vary according to the type of jump the character is attempting.

The character's Jump check is modified by his or her speed. The DCs specified below assume a speed of 30 feet (the speed of a typical human). If the character's speed is less than 30 feet, he or she takes a penalty of -6 for every 10 feet of speed less than 30. If the character's speed is greater than 30 feet, he or she gains a bonus of +4 for every 10 feet over 30.

If the character has ranks in the Jump skill and succeeds on a check, the character lands on his or her feet (when appropriate) and can move as far as the character's remaining movement allows. If the character attempts a Jump check untrained, the character lands prone unless he or she beats the DC by 5 or more. Standing from a prone position is a move action.

Distance moved by jumping is counted against maximum movement in a round. A character can start a jump at the end of one turn and complete the jump at the beginning of your next turn.

Long Jump: This is a horizontal jump, made across a gap such as a chasm or stream. At the midpoint of the jump, the character attains a vertical height equal to one-quarter the horizontal distance. The DC for the jump is equal to the distance jumped (in feet) + 5. The DCs for long jumps of 5 to 30 feet are given in the table below. A character cannot jump a distance greater than his or her normal speed.

All Jump DCs covered here assume that the character can move at least 20 feet in a straight line before attempting the jump. If this is not the case, the DC for the jump is doubled.

Long Jump Distance DC(1)

5 feet DC 10
10 feet DC 15
15 feet DC 20
20 feet DC 25
25 feet DC 30
30 feet DC 35

(1) Requires a 20-foot move. Without a 20-foot move, double the DC.

If the character fails the check by less than 5, he or she doesn't clear the distance, but can make a Reflex save (DC 15) to grab the far edge of the gap. The character ends his or her movement grasping the far edge. If that leaves the character dangling over a chasm or gap, getting up requires a move action and a Climb check (DC 15).

High Jump: This is a vertical leap, made to jump up to grasp something overhead, such as a tree limb or ledge. The DC for the jump is 2 + the height x4 (in feet). The DCs for high jumps of 1 to 8 feet are given in the table below.

All Jump DCs covered here assume that the character can move at least 20 feet in a straight line before attempting the jump. If this is not the case, the DC for the jump is doubled.

High Jump Distance DC(1)

1 foot DC 6
2 feet DC 10
3 feet DC 14
4 feet DC 18
5 feet DC 22
6 feet DC 26
7 feet DC 30
8 feet DC 34

(1) Requires a 20-foot move. Without a running start, double the DC.

If the character succeeds on the check, he or she can reach the height. The character grasps the object he or she was trying to reach. If the character wishes to pull him or herself up, the character can do so with a move action and a Climb check (DC 15). If the character fails the Jump check, he or she does not reach the height, and lands on his or her feet in the same square from which the character jumped.

The difficulty of reaching a given height varies according to the size of the character or creature. Generally, the maximum height a creature can reach without jumping is given in the table below. (As a Medium-size creature, a typical human can reach 8 feet without jumping.) If the creature is long instead of tall, treat it as one size category smaller.

Creature Size Maximum Height

Colossal 128 ft.

Gargantuan 64 ft.

Huge 32 ft.

Large 16 ft.

Medium-size 8 ft.

Small 4 ft.

Tiny 2 ft.

Diminutive 1 ft.

Fine 0.5 ft.

Hop Up: The character can jump up onto an object as tall as his or her waist with a Jump check (DC 10). Doing so counts as 10 feet of movement. The character does not need to get a running start to hop up (the DC is not doubled if you do not get a running start).

Jumping Down: If the character intentionally jumps from a height, he or she takes less damage than if the character just falls. The DC to jump down from a height is 15. The character does not have to get a running start to jump down (the DC is not doubled if the character does not get a running start).

If the character succeeds on the check, he or she takes falling damage as if the character had dropped 10 fewer feet than he or she actually did.

Special: Effects that increase a character's speed also increase the character's jumping distance, since the check is modified by the character's speed.

A character can take 10 when making a Jump check. If there is no danger associated with failing, the character can take 20.

A character with the Acrobatic feat gets a +2 bonus on all Jump checks. A character with the Run feat gains a +2 competence bonus on Jump checks preceded by a 20-foot move.

Tumble can provide a +2 synergy bonus on Jump checks (see Skill Synergy).

Time: Using the Jump skill is either a move action or a full-round action, depending on whether the character starts and completes the jump during a single move action or a full-round action.
 
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Thanks Plane Sailing that is what I was looking for.

Does anyone use these rules for D&D?


A few more questions:

The SRD does not state anything about being limited by the height of the character - There is a max limit for D&D- but that always seemed silly for a "fantasy" game.

When you are doing a running long jump how high can you jump?
Example:
To run and jump over a man, but also jump 20 ft.
Make 2 Jump checks? once for distance once for height?

Thankz
 

From the D&D rules I know that you are assumed to reach your highest point of the jump in the middle, so you just make the check for what is more difficult - to get above the guy or to jump 20 feet. (if you assume you want to jump 8 feet up to get over the guy, you would use DC 34, according to the tables below)

According to what I see in the table, there is only a height limit for jumps based on the size class of the character.
 

Calculate the distance and the DC needed to hit that beforehand. I did that for my psi-warrior, and all I have to do is look up the chart on my character sheet.

Here's what it looks like (although it won't work for characters unless you have Mental Leap and 40' base speed):

Code:
[color=white]
Jump table
........5'..10'.15'.20'.25'.30'.35'.40'.45'.50'.55'.60'.65'.70'.75'
running.00..09..11..13..15..17..19..20..22..24..26..28..30..32.(72)
stand...08..12..16..20..24..(24)
rhigh...10..18..26..34..(18)
shigh...10..26..(12)
back....18..34..(12)
[/color]

I think the calculations are correct.
 

Jovah said:
Thanks Plane Sailing that is what I was looking for.

Does anyone use these rules for D&D?


A few more questions:

The SRD does not state anything about being limited by the height of the character - There is a max limit for D&D- but that always seemed silly for a "fantasy" game.

When you are doing a running long jump how high can you jump?
Example:
To run and jump over a man, but also jump 20 ft.
Make 2 Jump checks? once for distance once for height?

Thankz

I certainly use almost all the d20Modern skill definitions for D&D. They're just better written -- after several years of being refined and played, no offense to the first lads.
 

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