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<blockquote data-quote="Faolyn" data-source="post: 8478545" data-attributes="member: 6915329"><p>Didn't read enough, because The Dungeon Master is a subheader under Introduction. The actual Introduction is quite a bit longer than three paragraphs.</p><p></p><p></p><p>Note that while it says that how to determine the outcome of the action is up to you, it <em>doesn't </em>say "don't let them do it unless you want them to." </p><p></p><p></p><p>The rules for Jumping tell you how far you can long or high jump. As you say, there's nothing that says what to do if you want to jump beyond that limit. However, since <em>jump </em>allows you to triple your distance, it's clear that any unusually long jump of that length would require magic. Additionally, each foot of movement you jump costs one foot of movement, so you would need to have a walking speed of whatever 238,900 miles converted to feet per round is in order to jump to the moon. And if you <em>don't </em>have that speed, then you would fall at the end of your turn.</p><p></p><p>So, first step is getting a walking speed of 238,900 miles is, then having <em>jump </em>cast on you. Let me know when you reach that speed, OK? </p><p></p><p>Then the <em>next </em>step would be to get your Strength up high enough so that (3 + your Strength mod) x3 equals 238,900 miles. The ability modifiers table peters out at a 30 (+10), so I'll leave it up to you to do the math to figure out what the modifier is. It's somewhere north of "pick up the tarrasque using your pinky finger" levels of Strength. </p><p></p><p>So yes, if you get your Strength modifier up high enough so that (modifier +3) x 3 = 238,900 miles, I will let you jump to the moon. Heck, if you have anything else in there that will increase the height of your high jump, lemme know! I'll fix the math.</p><p></p><p>Have any attempted gotchas that <em>aren'</em>t actually covered by the rules?</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8478545, member: 6915329"] Didn't read enough, because The Dungeon Master is a subheader under Introduction. The actual Introduction is quite a bit longer than three paragraphs. Note that while it says that how to determine the outcome of the action is up to you, it [I]doesn't [/I]say "don't let them do it unless you want them to." The rules for Jumping tell you how far you can long or high jump. As you say, there's nothing that says what to do if you want to jump beyond that limit. However, since [I]jump [/I]allows you to triple your distance, it's clear that any unusually long jump of that length would require magic. Additionally, each foot of movement you jump costs one foot of movement, so you would need to have a walking speed of whatever 238,900 miles converted to feet per round is in order to jump to the moon. And if you [I]don't [/I]have that speed, then you would fall at the end of your turn. So, first step is getting a walking speed of 238,900 miles is, then having [I]jump [/I]cast on you. Let me know when you reach that speed, OK? Then the [I]next [/I]step would be to get your Strength up high enough so that (3 + your Strength mod) x3 equals 238,900 miles. The ability modifiers table peters out at a 30 (+10), so I'll leave it up to you to do the math to figure out what the modifier is. It's somewhere north of "pick up the tarrasque using your pinky finger" levels of Strength. So yes, if you get your Strength modifier up high enough so that (modifier +3) x 3 = 238,900 miles, I will let you jump to the moon. Heck, if you have anything else in there that will increase the height of your high jump, lemme know! I'll fix the math. Have any attempted gotchas that [I]aren'[/I]t actually covered by the rules? [/QUOTE]
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