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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: 7919987" data-attributes="member: 6987520"><p>Well, the current world record for long jump is 29' 4.25".</p><p></p><p>Here is what I suggest...</p><p></p><p>First, jump distances should only count half the distance in movement IMO. That is the way our table plays it anyway.</p><p></p><p><strong>Normal (passive): add proficiency bonus to Distance if you have proficiency in Athletics (it makes sense).</strong></p><p></p><p>This would allow a rogue with STR 10 and expertise to make a 14' jump at 1st level, and a 22' foot jump at 17+ level. A stronger rogue could obviously go further. A STR 20 with expertise could make a 32 foot jump (well beyond the world record) with no check. <em>I would also rule the minimum approach distance should be equal to the distance you wish to jump</em> (but that is just my preference).</p><p></p><p><strong>Normal (rolling): If falling is a real consequence (leaping a gap or something), a check is required. I suggest the DC equals the distance required minus 10. </strong><em>Failure by 5 or less might mean reaching the edge and hanging, requiring another check to climb out or something; failing by more than 5 would result in falling.</em></p><p></p><p>A character trying to jump a 30-foot gap would require a DC 20 check or likely fall. A low-level rogue with STR 10 and expertise (+4 to check) would have a 25% chance to make this jump (16+), a 25% chance to make the ledge and need to climb out (11-15), and a 50% chance of falling (10 or lower).</p><p></p><p>For a high level character with STR 20 and expertise, a total of +17 (maximum) to the check, should have little difficulty in making the leap and have no risk of falling (unless you house-rule a natural 1 or something).</p><p></p><p><strong>A longer approach (I would recommend 40 feet minimum instead of 10 feet) should grant advantage. Difficult or slippery terrain would impose disadvantage.</strong></p><p></p><p>Or you could allow a check to double your bonus? That would make REALLY long jumps, though, so I wouldn't do it personally but tastes differ.</p><p></p><p>If you want truly heroic types of things to be possible, think of a STR 14 rogue with expertise. Make a DC 10 check to double proficiency bonus for distance. At maximum, this would be +24, add in the STR 14 and now you are looking at a 38' foot jump. If you allow this in armor/gear/etc. it is an insane feat IMO. But, there are ways to rule it if that is what you want.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7919987, member: 6987520"] Well, the current world record for long jump is 29' 4.25". Here is what I suggest... First, jump distances should only count half the distance in movement IMO. That is the way our table plays it anyway. [B]Normal (passive): add proficiency bonus to Distance if you have proficiency in Athletics (it makes sense).[/B] This would allow a rogue with STR 10 and expertise to make a 14' jump at 1st level, and a 22' foot jump at 17+ level. A stronger rogue could obviously go further. A STR 20 with expertise could make a 32 foot jump (well beyond the world record) with no check. [I]I would also rule the minimum approach distance should be equal to the distance you wish to jump[/I] (but that is just my preference). [B]Normal (rolling): If falling is a real consequence (leaping a gap or something), a check is required. I suggest the DC equals the distance required minus 10. [/B][I]Failure by 5 or less might mean reaching the edge and hanging, requiring another check to climb out or something; failing by more than 5 would result in falling.[/I] A character trying to jump a 30-foot gap would require a DC 20 check or likely fall. A low-level rogue with STR 10 and expertise (+4 to check) would have a 25% chance to make this jump (16+), a 25% chance to make the ledge and need to climb out (11-15), and a 50% chance of falling (10 or lower). For a high level character with STR 20 and expertise, a total of +17 (maximum) to the check, should have little difficulty in making the leap and have no risk of falling (unless you house-rule a natural 1 or something). [B]A longer approach (I would recommend 40 feet minimum instead of 10 feet) should grant advantage. Difficult or slippery terrain would impose disadvantage.[/B] Or you could allow a check to double your bonus? That would make REALLY long jumps, though, so I wouldn't do it personally but tastes differ. If you want truly heroic types of things to be possible, think of a STR 14 rogue with expertise. Make a DC 10 check to double proficiency bonus for distance. At maximum, this would be +24, add in the STR 14 and now you are looking at a 38' foot jump. If you allow this in armor/gear/etc. it is an insane feat IMO. But, there are ways to rule it if that is what you want. [/QUOTE]
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