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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: 7920171" data-attributes="member: 6987520"><p>Or, just three separate jumps? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> While some groups enjoy super-hero-like play, my preference for such things is due to magic. But, at any rate...</p><p></p><p>Jumping is just part of movement, it isn't its own action or anything. How far you can jump during your turn is simply limited by your speed.</p><p></p><p>Example:</p><p>A character with normal speed and STR 15 needs to leap across a series of platforms. Using the dash action, his total speed to "spend" is 60 feet. Each platform is 10 feet wide. He starts up 10 feet from the edge, required for the long jump. His movement is broken up as:</p><p></p><p>Move 10 feet,</p><p>Jump 15 feet,</p><p>Move 10 feet,</p><p>Jump 15 feet.</p><p>Move 10 feet.</p><p></p><p>That is his total of 60 feet. Now, if he needs to continue jumping on the next turn, it gets handled differently depending on the DM/table and RAW as interpreted by that group. Personally, if another jump was required, as a DM I would allow the last move of 10 feet to satisfy the condition for the long jump as I like to think of play as constant and not stop-and-start.</p><p></p><p>If the same character was a rogue or even better, a monk, using the bonus action allows them to dash for more movement during the current turn. Such a character could make another jump and move. The monk, with faster base speed, could do even more!</p><p></p><p>Even at just 2nd level Monk, using a ki point for Step of the Wind, could get 120 feet of movement, with the same STR 15 could jump 30-foot spans at a time!</p><p></p><p>Move 10 feet,</p><p>Jump 30 feet,</p><p>Move 10 feet,</p><p>Jump 30 feet,</p><p>Move 10 feet,</p><p>Jump 30 feet.</p><p></p><p>In 6 seconds? THAT is cinematic play in my book. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7920171, member: 6987520"] Or, just three separate jumps? :) While some groups enjoy super-hero-like play, my preference for such things is due to magic. But, at any rate... Jumping is just part of movement, it isn't its own action or anything. How far you can jump during your turn is simply limited by your speed. Example: A character with normal speed and STR 15 needs to leap across a series of platforms. Using the dash action, his total speed to "spend" is 60 feet. Each platform is 10 feet wide. He starts up 10 feet from the edge, required for the long jump. His movement is broken up as: Move 10 feet, Jump 15 feet, Move 10 feet, Jump 15 feet. Move 10 feet. That is his total of 60 feet. Now, if he needs to continue jumping on the next turn, it gets handled differently depending on the DM/table and RAW as interpreted by that group. Personally, if another jump was required, as a DM I would allow the last move of 10 feet to satisfy the condition for the long jump as I like to think of play as constant and not stop-and-start. If the same character was a rogue or even better, a monk, using the bonus action allows them to dash for more movement during the current turn. Such a character could make another jump and move. The monk, with faster base speed, could do even more! Even at just 2nd level Monk, using a ki point for Step of the Wind, could get 120 feet of movement, with the same STR 15 could jump 30-foot spans at a time! Move 10 feet, Jump 30 feet, Move 10 feet, Jump 30 feet, Move 10 feet, Jump 30 feet. In 6 seconds? THAT is cinematic play in my book. ;) [/QUOTE]
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Reasonable Movement and Athletic Feats?
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