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General Tabletop Discussion
*Dungeons & Dragons
Reasonable Movement and Athletic Feats?
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<blockquote data-quote="DND_Reborn" data-source="post: 7919958" data-attributes="member: 6987520"><p>Ok, I feel very qualified to chime in on this since I competed in track and field for nearly 10 years.</p><p></p><p>My personal bests:</p><p></p><p>22' 6" long jump (but this is with a 56' "approach")</p><p>5' 8" high jump (not great, but I am only 5' 7" myself, so I was always proud of it)</p><p>11.5 100-m sprint (again, not <em>great</em>, but pretty decent)</p><p>4 min. 23 sec. mile (again, not great but good IMO)</p><p></p><p>A "triple jump" is three "jumps" in a row, so not really useful in D&D unless you are literally hopping, skipping, and jumping over a creek or something.</p><p></p><p>The idea of long jumping with only a 10-20' approach is very limiting. You just can't get up to speed that well quickly enough to jump the 20+ feet many people think about.</p><p></p><p>For such a short approach, the simple passive system actually works pretty well IMO. My STR during the years of competing would have been a 12 probably, and with the minimum 10' approach required in RAW my "jump" would really have been a "stride or leap", and getting 12 feet would have been pretty easy.</p><p></p><p>To increase jump distances, I would allow a DC 10 STR (Athletics) check. If you succeed, you add your proficiency bonus to the distance. My proficiency in Athletics would have been maybe a +3 (I was good, won some events, etc, but hardly top collegiate or anything, and no where near professional). This would allow me to make a 15-foot "jump" with only a 10-foot approach, and I could see that happening back in the day.</p><p></p><p>Other options on a successful check would be:</p><p>Adding your STR modifier</p><p>Doubling the approach (so you can really "run" into the jump) could either lower the DC or double the proficiency bonus.</p><p>Double modifier/ proficiency for encumbrance less than STR (so 10 lbs or less for STR 10).</p><p></p><p>A final note: competitive jumping in school and sports lands in the "pit", a sand-filled landing zone and many jumpers land "near-prone", throwing themselves forward. Landing on a hard surface and on your feet, would drastically reduce the distance you could jump. Also, you aren't wearing a lot when you jump competitively, in D&D having traveling clothes, armor, and gear/weapons would severely hamper your jump.</p><p></p><p>That is why I think of jumps in D&D more like "leaps" or "strides".</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7919958, member: 6987520"] Ok, I feel very qualified to chime in on this since I competed in track and field for nearly 10 years. My personal bests: 22' 6" long jump (but this is with a 56' "approach") 5' 8" high jump (not great, but I am only 5' 7" myself, so I was always proud of it) 11.5 100-m sprint (again, not [I]great[/I], but pretty decent) 4 min. 23 sec. mile (again, not great but good IMO) A "triple jump" is three "jumps" in a row, so not really useful in D&D unless you are literally hopping, skipping, and jumping over a creek or something. The idea of long jumping with only a 10-20' approach is very limiting. You just can't get up to speed that well quickly enough to jump the 20+ feet many people think about. For such a short approach, the simple passive system actually works pretty well IMO. My STR during the years of competing would have been a 12 probably, and with the minimum 10' approach required in RAW my "jump" would really have been a "stride or leap", and getting 12 feet would have been pretty easy. To increase jump distances, I would allow a DC 10 STR (Athletics) check. If you succeed, you add your proficiency bonus to the distance. My proficiency in Athletics would have been maybe a +3 (I was good, won some events, etc, but hardly top collegiate or anything, and no where near professional). This would allow me to make a 15-foot "jump" with only a 10-foot approach, and I could see that happening back in the day. Other options on a successful check would be: Adding your STR modifier Doubling the approach (so you can really "run" into the jump) could either lower the DC or double the proficiency bonus. Double modifier/ proficiency for encumbrance less than STR (so 10 lbs or less for STR 10). A final note: competitive jumping in school and sports lands in the "pit", a sand-filled landing zone and many jumpers land "near-prone", throwing themselves forward. Landing on a hard surface and on your feet, would drastically reduce the distance you could jump. Also, you aren't wearing a lot when you jump competitively, in D&D having traveling clothes, armor, and gear/weapons would severely hamper your jump. That is why I think of jumps in D&D more like "leaps" or "strides". [/QUOTE]
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