Topic: Jumping Rules

Are there any jumping rules in the books? I haven't found any. If push comes to shove, I can always cannibalize those from another game but I'd like to make sure first. tongue

Re: Jumping Rules

I reckon this would definitely fall into the rulings side rather than the rule side.

On the face of it - Roll a d6 add your strength bonus and a +1 if you get a run up. What the target number is depends on what the DM says beforehand. Halflings and dwarfs get a -1 because of their stumpy legs.

Re: Jumping Rules

Justin in Oz wrote:

I reckon this would definitely fall into the rulings side rather than the rule side.

On the face of it - Roll a d6 add your strength bonus and a +1 if you get a run up. What the target number is depends on what the DM says beforehand. Halflings and dwarfs get a -1 because of their stumpy legs.


Like it, thanks.

Re: Jumping Rules

Roll under DEX/STR (depending on situation) with d20. Modifiers -4 to +4 to DEX/STR depending on situation. -2 for those with short legs. -1 per encumbrance.

This is basically optional Layrinth Lord rule for attribute rolls.

Those modifiers can be slippery ground, running start, long distance, low HP etc. what ever.

"Man has come to dominate the planet thanks to two essential traits. One is intelligence. The other has been the absolute willingness to kill anyone and anything that gets in his way." (Stephen King)
My blog: cradleofrabies.blogspot.com

Re: Jumping Rules

Thaumiel_Nerub wrote:

Roll under DEX/STR (depending on situation) with d20. Modifiers -4 to +4 to DEX/STR depending on situation. -2 for those with short legs. -1 per encumbrance.

This is basically optional Layrinth Lord rule for attribute rolls.

Those modifiers can be slippery ground, running start, long distance, low HP etc. what ever.

I feel like if something like Climbing or Open Door is in skills, Jumping should be similar.

Re: Jumping Rules

Treant_on_Fire wrote:

I feel like if something like Climbing or Open Door is in skills, Jumping should be similar.

Well, why not. But I feel that skills are boring and less skills there are the better. And skills should be Specialist's thing to do all those special things.

I don't like the idea that other characters have 1/6 in jumping but Specialists can get better at it. It's more like physical activity instead of something you learn and tinker with.

But if Jumping was a skill it would be:
1/6 for Dwarf and Halfling
3/6 for Fighter and Specialist ( both physical classes. Specialist can use skill points for this as normal)
4/6 for Elves (they are agile fellows aren't they)
2/6 for the rest of classes.

And in revised rules I suppose there are skill difficulties. More difficult the task is higher die you roll. For example normal jumping stuff would be d6 but when jumping from snowy and slippery rooftop to other slippery and snowy rooftop would be d8.

Last edited by Thaumiel_Nerub (2013-02-25 09:12:21)

"Man has come to dominate the planet thanks to two essential traits. One is intelligence. The other has been the absolute willingness to kill anyone and anything that gets in his way." (Stephen King)
My blog: cradleofrabies.blogspot.com

Re: Jumping Rules

Thaumiel_Nerub wrote:
Treant_on_Fire wrote:

I feel like if something like Climbing or Open Door is in skills, Jumping should be similar.

Well, why not. But I feel that skills are boring and less skills there are the better. And skills should be Specialist's thing to do all those special things.

I don't like the idea that other characters have 1/6 in jumping but Specialists can get better at it. It's more like physical activity instead of something you learn and tinker with.

But if Jumping was a skill it would be:
1/6 for Dwarf and Halfling
3/6 for Fighter and Specialist ( both physical classes. Specialist can use skill points for this as normal)
4/6 for Elves (they are agile fellows aren't they)
2/6 for the rest of classes.

And in revised rules I suppose there are skill difficulties. More difficult the task is higher die you roll. For example normal jumping stuff would be d6 but when jumping from snowy and slippery rooftop to other slippery and snowy rooftop would be d8.

The same could be said of Open Doors. You can compare strong Fighter to a normally-built Secialist, yet the Specialist manages to open the door better if he put points in it...

I agree with the races modifying jumps. I also think as previously stated that Str should influence jump. So, taking in everything that has been suggested so far...

1 in 6 to start with.
-1 for Halflings and Dwarfs. (This penalty is not always applied. It cancels the first positive +1 modifier, but if a roll is made without any positive modifiers, this penalty is not applied.)
+1 for Elves.
+1 with a running start.
Using Search successfully first will give you a +1 to your jump, as you've analyzed the surfaces and the best point to jump off from.
Apply Str modifier to Jump, either positive or negative. (If negative, apply the same rule as racial Jump penalties. However, the lower the penalty in this case, the more positive modifiers it will cancel. -1 will cancel +1, -2 will cancel +2, and so on...)
-1 when Lightly Encumbered.
-2 when Heavily Encumbered.
-3 when Severely Encumbered.
Long distances and/or heights give penalties (similarly to Open Doors).

I treated racial and Str negative modifiers the way I have because it makes no sense that they would be outright unable to even try jumping. A Halfling with a -1 Str modifier can still TRY to jump. However, it could be easily argued that once that same Halfling is lightly encumbered, he's too bad at jumping to even try at that point.


Optional rule: When missing a Jump roll by 1 when attempting a leap, if the Ref deems it possible, a character might try to do a Climbing roll to grab on to the ledge or side of the cliff (or whatever other surface you're dealing with). The Climbing roll could have penalties, depending on the surface. It is entirely possible for the roll to be impossible for a character to even try if he has only 1 in 6 and the surface is not easily grabbed onto.

Re: Jumping Rules

Treant_on_Fire wrote:

The same could be said of Open Doors. You can compare strong Fighter to a normally-built Secialist, yet the Specialist manages to open the door better if he put points in it...

The difference there is that getting better a jumping means training your muscles to get the most out of them in terms of height and/or distance, whereas getting better at opening stuck doors CAN be training your muscles to provide more brute force.. OR training your mind to recognize the best way to apply force to a stuck door.

A strong fighter opening a door is a battering ram pounding on the door till it opens. A specialist with points in the Open Doors skill opening a door finds just the right spot to apply force, and what angle/direction it needs to be applied to unstick the door.

I would go with the roll-under idea, and restrict it to Dex only. IMHO, the only roll strength would play is determining whether or not you can jump with your current load. I'd say your strength modifier would represent the number of encumberance points beyond 'Unencumbered' you can carry and still make a jump attempt without suffering heavy load penalties. Any encumberance points beyond 1+str mod EACH incur a penalty to the roll (My feeling is the penalty per point should be 2 or 3).

Re: Jumping Rules

I bet in open doors Specialists do open doors more quietly than Fighters though.

But why make jumping as a skill work totally different than any other rules? It's like creating a sub-system for jumping. If in my games there was a situation I thought that jumping is uncertain thus needs randomization I'd just go with the situation and roll something what feels right then smile Don't need rules for that.

Last edited by Thaumiel_Nerub (2013-02-26 07:07:10)

"Man has come to dominate the planet thanks to two essential traits. One is intelligence. The other has been the absolute willingness to kill anyone and anything that gets in his way." (Stephen King)
My blog: cradleofrabies.blogspot.com