Er, I'm not sure where what I said is at odds with you; of course you can't end in midair. Unless you mean that if your jump clears 4 squares but the gap is 6, then you can "arc down" using the remaining squares of your move action?
Not quite what I was getting at. Suppose you have a single Move action free, a movement rate of 6, and you want to jump 7 squares.
Well, you can't do it - even if your Athletics modifier is absurdly high. Because the character runs out of movement before reaching the other side, he falls - regardless of the Athletics check.
But, as I said, just a nitpick to your statement that "your speed is totally irrelevant".
I was of the impression that 4e didn't actually have any concept of a "double move" - it was just "one move after another".
Actually, I'm pretty sure they allow this by RAW. I'm pretty sure (but not 100%, and don't have my PHB to hand), that there is no Jump action, but rather that jumping is something you do as part of other movement.
This means that you can include a jump as part of a Charge action. And that in turn means that you can Move (including jump) followed by Charge (including jump), to perform that "long charge" you just described, including the attack at the end.
In fact, it would even be possible, by RAW, to Charge (including jump) followed by Move (including jump), in order to use a melee attack against an opponent flying in the middle of that chasm.
It's not covered because there's no need. You just Move and then Charge (or Charge and then Move).
The only question is whether Jump is a separate action, or if jumping is merely something you do as part of other movement.
A charge is a standard action, if your speed is 5 and you move before charging you can absolutely end up 10 squares from where you started which you describe as a "double move attackish thing".
As for using this method to jump a canyon, your speed is totally irrelevant since your Athletics check determines how many squares you clear. And yes, I would totally allow someone to make an Athletics check to clear a gap in the middle of a charge if it made sense.
To simply say "Ok, you jump and miss. You fall." as though the PC is paralyzed as he falls and is unable to do anything else until he hits the ground, especially when he has the magical physics-defying ability to instantly move from point A to point B without crossing the space in between is so terribly bizarre.
Just because it isn't explicitly written in the rules doesn't mean it can't be done.
You were under the wrong impression then. There are specific rules for a double move, you can search for it in the compendium,
Yes jumping is part of a move action. Say you are speed 5, your enemy is 10 squares away. There is a chasm that starts at 3 squares and ends at 7 squares. You want to charge the enemy. By RAW, you can't. First you have to take a move action, then you have to charge. The move action of 5 squares (part of which is a jump) puts you in mid-air, and you fall. If you were speed 7, you would be able to land at the end of the jump, so you don't end in mid-air. And you would then be able to use your standard action to charge the target now 3 squares away.
Yes you can charge something in midair (I did mention in an earlier post I allow this). But for one, when you end your charge action in midair, you fall. And secondly, a charge action ends your turn, so you cannot take further actions.
Actually rereading may not be the optimal choice... it is totally possible that the PHB states that you fall, when you end a move action midair...Neonchameleon: the teleport power was an Effect before the attack roll of the encounter attack power.
chitzk0i: the pit was 6 squares across and the enemy was 1 square in (7 distance) - the teleport was only 5 squares.
delericho: just to clarify, he did a move (the jump) and a standard (encounter attack power).
Nullzone: reminders like that make me want to get the new DM screen so I can have the charts at hand easier
UngeheuerLich: I feel like I have to re-read the PHB at least now - I missed all of those cases you mention
I was a little nervous about setting a cheesy precedent, but it seems that everyone so far is saying it'd be allowed in some fashion or another.
Thank you, everyone, for showing me that 1) I'm not crazy and 2) there is ample reason to let the action happen w/o additional hindrance.
Jumping is part of a move action. The distance you jump cannot be split into two move actions, *unless* the are the same move action in which case they can be combined into the same double move action. Move and a charge are two different actions, and cannot be combined.
A D&D character can't jump and throw a ball mid-jump - by RAW anyhow, assuming throwing is a standard action.
There's a good reason the rules don't cover it - doing something mid-jump is complex and rare, and it's not worth the bother nor the risk of imbalanced abuses.
If there were 5 dire bats in midair over a chasm, and the first level eladrin monk wanted to jump up in the air over the chasm, then use Masterful Spiral to attack all of the dire bats, then action point and feystep onto solid ground, would you allow that? I mean sure, it sounds awesome, but if you could do this, what would be the point of flying?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.