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Why is Jump skill so useless?
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<blockquote data-quote="Anax" data-source="post: 1969455" data-attributes="member: 19868"><p>Um. Just as a note--there *is* a mechanism by which monks become jumping fiends in 3.5--leap of the clouds isn't there any more, and you don't multiply by speed, but you *do* get +4 for every 10' of speed higher than 30 (and -6 for every 10' slower).</p><p></p><p>My halfling rogue 3/monk 9 has a jump modifier of +27 (10 str). A strength-focused human pure monk at level 12 could be expected to have a jump modifier of 15 (ranks) + 16 (4 * +4 from +40' speed) + 2 (synergy from Tumble) + 4 (strength modifier) for a total of +36. Is a DC 80 check possible from this point? No. But a DC 40 check is nearly automatic.</p><p></p><p>If we look at some key points, assuming that the +4 strength modifier stays +4 (which it shouldn't, if the monk isn't finessing), here's what happens at the levels the monk increases in speed:</p><p></p><p>Level 15: 18 ranks + 20 speed + 2 synergy + 4 strength = +46</p><p>Level 18: 21 ranks + 24 speed + 2 synergy + 4 strength = +51</p><p>Level 20: 23 ranks + 24 speed + 2 synergy + 4 strength = +53 (no speed increase)</p><p></p><p>So, 80 is hard. But not impossible. And of course, if you're focusing on mobility, you want to add climb and balance here--plus, you probably want a device that adds some decent amount to your Jump checks. A ring of Jumping, Improved gives another +10. If you have a spare round, a potion of Jump (level 1 caster) costs 50 gp and gives +10. A potion of Jump (level 5 caster) costs 250 and gives +20. (It would be silly to spend too much on this, of course, unless you're really a jumping fiend.)</p><p></p><p>And your DM will probably let you fudge things somewhat. My own DM will generally let me use Jump and Tumble to cover the bottom portion of a climb at high speed, followed by climb to get the rest of the way to a ledge or to hang on. Likewise, if my 3' tall halfling can manage the seven foot jump (automatic success, DC 28 with a running start) to grab the branch, I'm sure my DM will let me make a tumble check to quickly flip up and make a second leap.</p><p></p><p></p><p>All that said--yes, the Jump DCs are too high if you want major wuxia-style action. If you want vaguely realistic, I'd say that the current DCs are decent: a smart monk can still do some damned impressive acrobatics at mid levels if he cares to try. If you want to do wire-fu, I recommend halving the jump DCs. Of course, if you're aiming for that style of action, you'll want to make a number of other movement tasks easier as well.</p></blockquote><p></p>
[QUOTE="Anax, post: 1969455, member: 19868"] Um. Just as a note--there *is* a mechanism by which monks become jumping fiends in 3.5--leap of the clouds isn't there any more, and you don't multiply by speed, but you *do* get +4 for every 10' of speed higher than 30 (and -6 for every 10' slower). My halfling rogue 3/monk 9 has a jump modifier of +27 (10 str). A strength-focused human pure monk at level 12 could be expected to have a jump modifier of 15 (ranks) + 16 (4 * +4 from +40' speed) + 2 (synergy from Tumble) + 4 (strength modifier) for a total of +36. Is a DC 80 check possible from this point? No. But a DC 40 check is nearly automatic. If we look at some key points, assuming that the +4 strength modifier stays +4 (which it shouldn't, if the monk isn't finessing), here's what happens at the levels the monk increases in speed: Level 15: 18 ranks + 20 speed + 2 synergy + 4 strength = +46 Level 18: 21 ranks + 24 speed + 2 synergy + 4 strength = +51 Level 20: 23 ranks + 24 speed + 2 synergy + 4 strength = +53 (no speed increase) So, 80 is hard. But not impossible. And of course, if you're focusing on mobility, you want to add climb and balance here--plus, you probably want a device that adds some decent amount to your Jump checks. A ring of Jumping, Improved gives another +10. If you have a spare round, a potion of Jump (level 1 caster) costs 50 gp and gives +10. A potion of Jump (level 5 caster) costs 250 and gives +20. (It would be silly to spend too much on this, of course, unless you're really a jumping fiend.) And your DM will probably let you fudge things somewhat. My own DM will generally let me use Jump and Tumble to cover the bottom portion of a climb at high speed, followed by climb to get the rest of the way to a ledge or to hang on. Likewise, if my 3' tall halfling can manage the seven foot jump (automatic success, DC 28 with a running start) to grab the branch, I'm sure my DM will let me make a tumble check to quickly flip up and make a second leap. All that said--yes, the Jump DCs are too high if you want major wuxia-style action. If you want vaguely realistic, I'd say that the current DCs are decent: a smart monk can still do some damned impressive acrobatics at mid levels if he cares to try. If you want to do wire-fu, I recommend halving the jump DCs. Of course, if you're aiming for that style of action, you'll want to make a number of other movement tasks easier as well. [/QUOTE]
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