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*Pathfinder & Starfinder
RAW double jump
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<blockquote data-quote="Daedrova" data-source="post: 4635051" data-attributes="member: 11835"><p>To give everyone some background - players in my game will need to make their way up a 30 ft. wall. There are Eladrins in the party with the ability to teleport 25 ft. as a move action...so I looked up rules for jumping on page 182 of the Players Handbook to see if it is possible to jump with a move action, then teleport with a second move action to clear this distance. </p><p></p><p>The last sentence of the High Jump section states "you can end your first move in midair if you double move (page 284)."</p><p></p><p>PH page 284 says "to double move, you have to take the same move action twice in a row..."</p><p></p><p>While that seems to prevents the Eladrin jump+teleport for extra distance tactic (but see questions below) the wording also indicates that you can make a second jump check on the second move action.</p><p>"High Jump: part of a move action"</p><p></p><p>A Double Jump.</p><p></p><p>I wouldn't argue that the rules are intended for this.. but RAW seems to indicate it is viable... and it is humorous... and for those who don't mind a little video game in your D&D it could be fun. <img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p><p></p><p>Preliminary question: Did I miss something indicating this isn't actually possible?</p><p></p><p>Related questions:</p><p></p><p>1. Are you still considered to have a running start for the jump check on your second move action?</p><p></p><p>2. Page 182 says about the High Jump (under "Uses Movement") "If you run out of movement, you fall." So if the player only moves 5 of their 6 squares during this "run and jump" have they "run out of movement?" </p><p></p><p>3. If they haven't run out, then do they not fall?</p><p></p><p>4. If they do not fall, would the Eladrin jump+teleport tactic be viable again?</p></blockquote><p></p>
[QUOTE="Daedrova, post: 4635051, member: 11835"] To give everyone some background - players in my game will need to make their way up a 30 ft. wall. There are Eladrins in the party with the ability to teleport 25 ft. as a move action...so I looked up rules for jumping on page 182 of the Players Handbook to see if it is possible to jump with a move action, then teleport with a second move action to clear this distance. The last sentence of the High Jump section states "you can end your first move in midair if you double move (page 284)." PH page 284 says "to double move, you have to take the same move action twice in a row..." While that seems to prevents the Eladrin jump+teleport for extra distance tactic (but see questions below) the wording also indicates that you can make a second jump check on the second move action. "High Jump: part of a move action" A Double Jump. I wouldn't argue that the rules are intended for this.. but RAW seems to indicate it is viable... and it is humorous... and for those who don't mind a little video game in your D&D it could be fun. B-) Preliminary question: Did I miss something indicating this isn't actually possible? Related questions: 1. Are you still considered to have a running start for the jump check on your second move action? 2. Page 182 says about the High Jump (under "Uses Movement") "If you run out of movement, you fall." So if the player only moves 5 of their 6 squares during this "run and jump" have they "run out of movement?" 3. If they haven't run out, then do they not fall? 4. If they do not fall, would the Eladrin jump+teleport tactic be viable again? [/QUOTE]
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