Jump clarification

Post/Author/DateTimePost
#1

xirr2000

Nov 04, 2014 12:18:13

Jump says it costs you a foot of movement for every foot you jump, but with the Jump spell this can easily go over 30 feet.  So if I run 20 feet, then jump another 36 (Str 12 + Jump Spell), then how does this work?  Or if I move 30ft then jump?  Please don't tell my me jump takes me until my next round to finish as that makes no sense.

#2

Saelorn

Nov 04, 2014 12:23:57

Effectively, your jumping distance is capped by how far you can move in the round. If you can only move 30 feet in six seconds, then you can't move faster by jumping. Your jump distance only measures how far you can stay in the air, but it doesn't allow you to travel any faster over open ground.

#3

Jay_Ibero_911

Nov 04, 2014 12:25:08

In short, the distance you move can't exceed your speed. Even if you have the potential to jump further, you still need the movement to spend to do so. There is no provision for movement being broken up over multiple rounds, so you simple stop and fall when your jump distance has reached your move limit. If you take the Dash action, you can gain extra movement with which to jump.

#4

OoftaMeg

Nov 04, 2014 12:44:40
I agree that since jumping is just another form of movement, it is limited to your speed. However, I may leave somebody in mid-jump at the end of their turn.
#5

xirr2000

Nov 04, 2014 12:45:16

That makes sense, thank you for the confirmation.

#6

cowleymen

Nov 04, 2014 12:54:17

So jumping is no longer tied to athletics or acrobatics, but a subset of movement Actions? (no rule sets, playing AL currently)

#7

Jay_Ibero_911

Nov 04, 2014 13:09:35

cowleymen wrote:
#8

cowleymen

Nov 04, 2014 14:03:00

Jay_Ibero_911 wrote:
#9

Jay_Ibero_911

Nov 04, 2014 17:12:11

cowleymen wrote:
#10

Drycanth

Nov 04, 2014 19:35:33

It is a DM ruling

 

He can

 

a) Cap your jump at the 30ft

b) allow you to hang in the air untill you land after finishing your jump on a following turn

c) allow your jump to go further than your speed

 

This could mean you have some super interesting variables at your table. Everything from wire stunt style flying fighting to a simple version similar to reality or superhero esque super jumps.

 

Its the greatist thing about this edition you can make the game your own and play how you want.

#11

Ahglock

Nov 04, 2014 20:33:37

 

My rule is your jump distance is reduced by the amount you moved past the 10 feet necessary to get a running jump but the total distance travelled can exceed your move. If you have superhuman strength, magic, bad ass class abilities propelling you I'm not going to fun crap your character for jumping. 

 

In game logic is. If you move to far before the jump you are off balance for the jump part. Out of game logic hey if you have boots of striding and springing and want to super jump I support that. But don't gimmick the system and run max move -1 foot and then leap to get an absurd move in one action. 

#12

akaddk

Nov 04, 2014 20:51:24

Jay_Ibero_911 wrote:
#13

Jay_Ibero_911

Nov 05, 2014 4:52:08

akaddk wrote:
(Reply to #8)

Timborama

cowleymen wrote: