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<blockquote data-quote="tetrasodium" data-source="post: 9242282" data-attributes="member: 93670"><p>That sounds more like the mechanics for 3.5's jump skill. </p><p>[spoiler="see here"]</p><p> </p><p></p><p>JUMP (STR; ARMOR CHECK PENALTY)</p><p>Use this skill to leap over pits, vault low fences, or reach a tree’s</p><p>lowest branches.</p><p>Check: The DC and the distance you can cover vary according to</p><p>the type of jump you are attempting (see below).</p><p>Your Jump check is modified by your speed. If your speed is 30</p><p>feet (the speed of an unarmored human), then no modifier based on</p><p>speed applies to the check. If your speed is less than 30 feet, you take</p><p>a –6 penalty for every 10 feet of speed less than 30 feet. If your speed</p><p>is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond</p><p>30 feet. For instance, if you have a speed of 20 feet, you take a –6</p><p>penalty on your Jump checks. If, on the other hand, your speed is 50</p><p>feet, you gain a +8 bonus.</p><p>All Jump DCs given here assume that you get a running start,</p><p>which requires that you move at least 20 feet in a straight line before</p><p>attempting the jump. If you do not get a running start, the DC for</p><p>the jump is doubled.</p><p>Distance moved by jumping is counted against your normal</p><p>maximum movement in a round. For example, Krusk has a speed of</p><p>40 feet. If he moves 30 feet, then jumps across a 10-foot-wide chasm,</p><p>he’s then moved 40 feet total, so that’s his move action.</p><p>If you have ranks in Jump and you succeed on a Jump check, you</p><p>land on your feet (when appropriate). If you attempt a Jump check</p><p>untrained, you land prone unless you beat the DC by 5 or more.</p><p>Long Jump: A long jump is a horizontal jump, made across a gap</p><p>like a chasm or stream. At the midpoint of the jump, you attain a</p><p>vertical height equal to one-quarter of the horizontal distance. The</p><p>DC for the jump is equal to the distance jumped (in feet). For</p><p>example, a 10-foot-wide pit requires a DC 10 Jump check to cross.</p><p>If your check succeeds, you land on your feet at the far end. If you</p><p>fail the check by less than 5, you don’t clear the distance, but you can</p><p>make a DC 15 Reflex save to grab the far edge of the gap. You end</p><p>your movement grasping the far edge. If that leaves you dangling</p><p>over a chasm or gap, getting up requires a move action and a DC 15</p><p>Climb check.</p><p></p><p> </p><p></p><p>Long Jump Distance Jump DC1</p><p>5 feet 5</p><p>10 feet 10</p><p>15 feet 15</p><p>20 feet 20</p><p>25 feet 25</p><p>30 feet 30</p><p>1 Requires a 20-foot running start. Without a running start, double the</p><p>DC.</p><p></p><p> </p><p></p><p>High Jump: A high jump is a vertical leap made to reach a ledge</p><p>high above or to grasp something overhead, such as a tree limb. The</p><p>DC is equal to 4 times the distance to be cleared. For example, the</p><p>DC for a high jump to land atop a 3-foot-high ledge is 12 (3 × 4).</p><p>If you jumped up to grab something, a successful check indicates</p><p>that you reached the desired height. If you wish to pull yourself up,</p><p>you can do so with a move action and a DC 15 Climb check. If you</p><p>fail the Jump check, you do not reach the height, and you land on</p><p>your feet in the same spot from which you jumped. As with a long</p><p>jump, the DC is doubled if you do not get a running start of at least</p><p>20 feet.</p><p>High Jump Distance1 Jump DC2</p><p>1 foot 4</p><p>2 feet 8</p><p>3 feet 12</p><p>4 feet 16</p><p>5 feet 20</p><p>6 feet 24</p><p>7 feet 28</p><p>8 feet 32</p><p>1 Not including vertical reach; see below.</p><p>2 Requires a 20-foot running start. Without a running start, double the</p><p>DC.</p><p></p><p> </p><p></p><p>Obviously, the difficulty of reaching a given height varies according</p><p>to the size of the character or creature. The maximum vertical reach</p><p>(height the creature can reach without jumping) for an average</p><p>creature of a given size is shown on the table below. (As a Medium</p><p>creature, a typical human can reach 8 feet without jumping.)</p><p>Quadrupedal creatures (such as horse) don’t have the same vertical</p><p>reach as a bipedal creature; treat them as being one size category</p><p>smaller.</p><p></p><p> </p><p></p><p>Creature Size Vertical Reach</p><p>Colossal 128 ft.</p><p>Gargantuan 64 ft.</p><p>Huge 32 ft.</p><p>Large 16 ft.</p><p>Medium 8 ft.</p><p>Small 4 ft.</p><p>Tiny 2 ft.</p><p>Diminutive 1 ft.</p><p>Fine 1/2 ft.</p><p></p><p> </p><p></p><p>Hop Up: You can jump up onto an object as tall as your waist, such</p><p>as a table or small boulder, with a DC 10 Jump check. Doing so</p><p>counts as 10 feet of movement, so if your speed is 30 feet, you could</p><p>move 20 feet, then hop up onto a counter. You do not need to get a</p><p>running start to hop up, so the DC is not doubled if you do not get a</p><p>running start.</p><p>Jumping Down: If you intentionally jump from a height, you take</p><p>less damage than you would if you just fell. The DC to jump down</p><p>from a height is 15. You do not have to get a running start to jump</p><p>down, so the DC is not doubled if you do not get a running start.</p><p>If you succeed on the check, you take falling damage as if you had</p><p>dropped 10 fewer feet than you actually did. Thus, if you jump down</p><p>from a height of just 10 feet, you take no damage. If you jump down</p><p>from a height of 20 feet, you take damage as if you had fallen 10 feet.</p><p>Action: None. A Jump check is included in your movement, so it</p><p>is part of a move action. If you run out of movement mid-jump, your</p><p>next action (either on this turn or, if necessary, on your next turn)</p><p>must be a move action to complete the jump.</p><p>Special: Effects that increase your movement also increase your</p><p>jumping distance, since your check is modified by your speed.</p><p>If you have the Run feat, you get a +4 bonus on Jump checks for</p><p>any jumps made after a running start.</p><p>A halfling has a +2 racial bonus on Jump checks because halflings</p><p>are agile and athletic.</p><p>If you have the Acrobatic feat, you get a +2 bonus on Jump</p><p>checks.</p><p>Synergy: If you have 5 or more ranks in Tumble, you get a +2</p><p>bonus on Jump checks.</p><p>If you have 5 or more ranks in Jump, you get a +2 bonus on</p><p>Tumble checks.</p><p></p><p></p><p></p><p> </p><p>[/spoiler]</p><p>In 5e the mechanic is</p><p>[spoiler="this"]</p><p>LongJump. When you make a long jump, <strong>you cover a</strong></p><p><strong>number of feet up to your Strength score</strong> if you move at</p><p>least 10 feet on foot immediately before the jump. When</p><p>you make a standing long jump, you can leap only half</p><p>that distance. Either way, each foot you clear on the</p><p>jum p costs a foot of movement.</p><p>This rule assumes that the height of your jump</p><p>doesn’t matter, such as a jump across a stream or</p><p>chasm. At your DM ’s option, you must succeed on a</p><p>DC 10 Strength (Athletics) check to clear a low obstacle</p><p>(no taller than a quarter of the jump’s distance), such as</p><p>a hedge or low wall. Otherwise, you hit it.</p><p>W hen you land in difficult terrain, you must succeed</p><p>on a DC 10 <strong><u><em><span style="color: rgb(184, 49, 47)">Dexterity</span></em></u> (<span style="color: rgb(184, 49, 47)">Acrobatics</span>)</strong> check to land on your</p><p>feet. Otherwise, you land prone.</p><p>High Jump. W hen you make a high jump, you leap</p><p>into the air a number of feet equal to 3 + your Strength</p><p>m odifier if you move at least 10 feet on foot immediately</p><p>before the jump. W hen you make a standing high jump,</p><p>you can jump only half that distance. Either way, each</p><p>foot you clear on the jump costs a foot o f movement. In</p><p>some circumstances, your DM might allow you to make</p><p>a Strength (Athletics) check to jump higher than you</p><p>normally can.</p><p>You can extend your arms half your height above</p><p>yourself during the jump. Thus, you can reach above</p><p>you a distance equal to the height of the jump plus 1 1/2</p><p>times your height.</p><p>[/spoiler]</p><p>Dexterity (acrobatics) <em><u>already</u></em> has a common role in jumping, it doesn't need to copy the tenuous edge case near dungeon crawl exclusive role strength has with it.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9242282, member: 93670"] That sounds more like the mechanics for 3.5's jump skill. [spoiler="see here"] JUMP (STR; ARMOR CHECK PENALTY) Use this skill to leap over pits, vault low fences, or reach a tree’s lowest branches. Check: The DC and the distance you can cover vary according to the type of jump you are attempting (see below). Your Jump check is modified by your speed. If your speed is 30 feet (the speed of an unarmored human), then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a –6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet. For instance, if you have a speed of 20 feet, you take a –6 penalty on your Jump checks. If, on the other hand, your speed is 50 feet, you gain a +8 bonus. All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled. Distance moved by jumping is counted against your normal maximum movement in a round. For example, Krusk has a speed of 40 feet. If he moves 30 feet, then jumps across a 10-foot-wide chasm, he’s then moved 40 feet total, so that’s his move action. If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more. Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet). For example, a 10-foot-wide pit requires a DC 10 Jump check to cross. If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check. Long Jump Distance Jump DC1 5 feet 5 10 feet 10 15 feet 15 20 feet 20 25 feet 25 30 feet 30 1 Requires a 20-foot running start. Without a running start, double the DC. High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead, such as a tree limb. The DC is equal to 4 times the distance to be cleared. For example, the DC for a high jump to land atop a 3-foot-high ledge is 12 (3 × 4). If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet. High Jump Distance1 Jump DC2 1 foot 4 2 feet 8 3 feet 12 4 feet 16 5 feet 20 6 feet 24 7 feet 28 8 feet 32 1 Not including vertical reach; see below. 2 Requires a 20-foot running start. Without a running start, double the DC. Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.) Quadrupedal creatures (such as horse) don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller. Creature Size Vertical Reach Colossal 128 ft. Gargantuan 64 ft. Huge 32 ft. Large 16 ft. Medium 8 ft. Small 4 ft. Tiny 2 ft. Diminutive 1 ft. Fine 1/2 ft. Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start. Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start. If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did. Thus, if you jump down from a height of just 10 feet, you take no damage. If you jump down from a height of 20 feet, you take damage as if you had fallen 10 feet. Action: None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump. Special: Effects that increase your movement also increase your jumping distance, since your check is modified by your speed. If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start. A halfling has a +2 racial bonus on Jump checks because halflings are agile and athletic. If you have the Acrobatic feat, you get a +2 bonus on Jump checks. Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks. If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks. [/spoiler] In 5e the mechanic is [spoiler="this"] LongJump. When you make a long jump, [B]you cover a number of feet up to your Strength score[/B] if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jum p costs a foot of movement. This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM ’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it. W hen you land in difficult terrain, you must succeed on a DC 10 [B][U][I][COLOR=rgb(184, 49, 47)]Dexterity[/COLOR][/I][/U] ([COLOR=rgb(184, 49, 47)]Acrobatics[/COLOR])[/B] check to land on your feet. Otherwise, you land prone. High Jump. W hen you make a high jump, you leap into the air a number of feet equal to 3 + your Strength m odifier if you move at least 10 feet on foot immediately before the jump. W hen you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot o f movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can. You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height. [/spoiler] Dexterity (acrobatics) [I][U]already[/U][/I] has a common role in jumping, it doesn't need to copy the tenuous edge case near dungeon crawl exclusive role strength has with it. [/QUOTE]
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