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*Pathfinder & Starfinder
RAW double jump
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<blockquote data-quote="Syrsuro" data-source="post: 4636922" data-attributes="member: 58162"><p>I think the RAI is crystal clear and the RAW does not contradict it.</p><p> </p><p>You can use a double move to extend the maximum distance you can move, but in no way does doing so extend the actual distance jumped - with or without a second roll.</p><p> </p><p>The jump check specifically describes the maximum distance (or height) of the jump.</p><p>The maximum move (either single or double) determines the maximum distance of the move.</p><p> </p><p>In a single move, if your jump distance extends beyond your move distance, you fall to the ground at that distance.</p><p>Making the jump as part of a double move (<em>not </em>a double jump) allows you to use the full jump distance, but doesn't make the jump itself any longer.</p><p> </p><p>Example:</p><p>Character with a move of 6 moves 4 squares and jumps, rolling a modified 20. This gives him four squares of 'distance cleared'. But because that would exceed his total move of 6, he stops after two squares and falls to the ground. However, if he had made this jump as part of a double move, his total move distance is 12 and thus he moves the intial 4 squares, jumps 4 squares and still has 4 squares of movement left.</p><p> </p><p>The meaning of 'end your move in mid-air' refers only to the point at which your first 'move' ends and in no way implies that you can roll an additional jump to extend that first jump. It merely says that you don't automatically fall to the ground at that point - as you would if you were not making a double move. It is analagous to the ability to 'end your first move' in an occupied square when making a standard double move.</p><p> </p><p>That said - in the interest of 'cool' (however that is defined) I am willing to allow some flexibility in the rules. Certainly not jumping again mid-jump. That is, imho, ludicrous.</p><p> </p><p>However I have no problem with a character, for example, jumping and then attacking at the end of their jump (and falling to the ground after the attack). Thus I likewise would allow a character to jump and teleport - but I would probably still have them land prone as they are essentially taking the second move action mid-fall and thus no longer, strictly speakding, standing upright when they start the teleport. And this second action must be declared before the jump (kinda like a double move) and there may be repercussions of some type when the character hits the ground since he is focusing on the attack and not on the landing. But this is in the realm of house rules and not strict RAW.</p><p> </p><p>By RAW you cannot do this (barring odd item properties or other exceptions I'm not aware of).</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4636922, member: 58162"] I think the RAI is crystal clear and the RAW does not contradict it. You can use a double move to extend the maximum distance you can move, but in no way does doing so extend the actual distance jumped - with or without a second roll. The jump check specifically describes the maximum distance (or height) of the jump. The maximum move (either single or double) determines the maximum distance of the move. In a single move, if your jump distance extends beyond your move distance, you fall to the ground at that distance. Making the jump as part of a double move ([I]not [/I]a double jump) allows you to use the full jump distance, but doesn't make the jump itself any longer. Example: Character with a move of 6 moves 4 squares and jumps, rolling a modified 20. This gives him four squares of 'distance cleared'. But because that would exceed his total move of 6, he stops after two squares and falls to the ground. However, if he had made this jump as part of a double move, his total move distance is 12 and thus he moves the intial 4 squares, jumps 4 squares and still has 4 squares of movement left. The meaning of 'end your move in mid-air' refers only to the point at which your first 'move' ends and in no way implies that you can roll an additional jump to extend that first jump. It merely says that you don't automatically fall to the ground at that point - as you would if you were not making a double move. It is analagous to the ability to 'end your first move' in an occupied square when making a standard double move. That said - in the interest of 'cool' (however that is defined) I am willing to allow some flexibility in the rules. Certainly not jumping again mid-jump. That is, imho, ludicrous. However I have no problem with a character, for example, jumping and then attacking at the end of their jump (and falling to the ground after the attack). Thus I likewise would allow a character to jump and teleport - but I would probably still have them land prone as they are essentially taking the second move action mid-fall and thus no longer, strictly speakding, standing upright when they start the teleport. And this second action must be declared before the jump (kinda like a double move) and there may be repercussions of some type when the character hits the ground since he is focusing on the attack and not on the landing. But this is in the realm of house rules and not strict RAW. By RAW you cannot do this (barring odd item properties or other exceptions I'm not aware of). Carl [/QUOTE]
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