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General Tabletop Discussion
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So, how would you get max jumping distance for a 6th level character?
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<blockquote data-quote="Black Arrow" data-source="post: 491031" data-attributes="member: 3846"><p>The Sage described how to figure out how far a character can jump [10/25/02 D&D FAQ (p 13)]:</p><p></p><p>"Always figure out your character's base speed first, including magical increases. <strong>Then</strong> figure out the effect of your Jump check, and <strong>then</strong> any increases to that; <strong>figure in changes to your character's speed before applying multipliers to the distance jumped.</strong>"</p><p></p><p>Having read this, in Jeph's modified example I would first figure <strong>out</strong> the character's base speed (140 feet), then the effect of the jump check (+41 feet (avg check)), and then the increases. The order to figuring <strong>in</strong> these increases to total distance jumped is described above. In Jeph's modified example, changes [due] to the character's speed would be [140/30] = 4.67 x (+41 feet) = 191.3 feet. Then, in this example, the multiplier to this increase is x2 (for Mental Leap), bringing total distance to 383 feet.</p><p></p><p>Multipliers that I am aware of include haste (1.5x), run feat (1.25x), and the mental leap feat (2x). If Jeph's sample character was also hasted and had the run feat, his jump distance would max out at 191.3 x 2.75 = 526 feet long/132 feet high.</p><p></p><p>Christian, I was originally inclined to agree with your approach as being the most straight forward (it makes for less convoluted math <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ), and see your point for treating the base speed adjustment to jump distance like any other multiplier. But the Sage's response appears to allow the above interpretation [unless the final bolded clause was for added emphasis rather than for clarifying the prior clause "...any increases to that"]. Does anyone else have an opinion?</p><p></p><p></p><p>Ya know, this guy could still be a fiend if he swapped out the three useless feats for Dodge, Mobility, and Spring Attack. If he sprung attack in, moved back twenty feet and jumped, he could be up to 96 feet in the air if his turn ended right on the midpoint of a 383 foot jump. Try charging 90 feet straight up.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>[I'd be tempted to give him a hefty circumstance/haste bonus to his AC against ranged attacks while 'flying' too. Haste spell grants a +4 haste bonus to AC for far less "hasted" movement than this]</p></blockquote><p></p>
[QUOTE="Black Arrow, post: 491031, member: 3846"] The Sage described how to figure out how far a character can jump [10/25/02 D&D FAQ (p 13)]: "Always figure out your character's base speed first, including magical increases. [B]Then[/B] figure out the effect of your Jump check, and [B]then[/B] any increases to that; [B]figure in changes to your character's speed before applying multipliers to the distance jumped.[/B]" Having read this, in Jeph's modified example I would first figure [B]out[/B] the character's base speed (140 feet), then the effect of the jump check (+41 feet (avg check)), and then the increases. The order to figuring [B]in[/B] these increases to total distance jumped is described above. In Jeph's modified example, changes [due] to the character's speed would be [140/30] = 4.67 x (+41 feet) = 191.3 feet. Then, in this example, the multiplier to this increase is x2 (for Mental Leap), bringing total distance to 383 feet. Multipliers that I am aware of include haste (1.5x), run feat (1.25x), and the mental leap feat (2x). If Jeph's sample character was also hasted and had the run feat, his jump distance would max out at 191.3 x 2.75 = 526 feet long/132 feet high. Christian, I was originally inclined to agree with your approach as being the most straight forward (it makes for less convoluted math :) ), and see your point for treating the base speed adjustment to jump distance like any other multiplier. But the Sage's response appears to allow the above interpretation [unless the final bolded clause was for added emphasis rather than for clarifying the prior clause "...any increases to that"]. Does anyone else have an opinion? Ya know, this guy could still be a fiend if he swapped out the three useless feats for Dodge, Mobility, and Spring Attack. If he sprung attack in, moved back twenty feet and jumped, he could be up to 96 feet in the air if his turn ended right on the midpoint of a 383 foot jump. Try charging 90 feet straight up.:D [I'd be tempted to give him a hefty circumstance/haste bonus to his AC against ranged attacks while 'flying' too. Haste spell grants a +4 haste bonus to AC for far less "hasted" movement than this] [/QUOTE]
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So, how would you get max jumping distance for a 6th level character?
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