Difference between revisions of "Athletics (4E)"

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(Original Jump rules)
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=== Jump ===
 
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Make an Athletics check to jump vertically to reach a
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dangling rope or a high ledge or to jump horizontally
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to leap across a pit, a patch of difficult terrain, a low
 +
wall, or some other obstacle.
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<div style="background: #eeeeee; padding: 1em;">
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'''High Jump:''' Part of a move action.
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* '''Distance Jumped Vertically:''' Make an Athletics
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check and divide your check result by 10 (round
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down). This is the number of feet you can leap up.
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The result determines the height that your feet clear
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with a jump. To determine if you can reach something
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while leaping, add your character’s height plus
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one-third rounded down (a 6-foot-tall character
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would add 8 feet to the final distance, and a 4-foottall
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character would add 5 feet).
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* '''Running Start:''' If you move at least 2 squares
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before making the jump, divide your check result by
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5, not 10.
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* '''Uses Movement:''' Count the number of squares you
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jump as part of your move. If you run out of movement,
 +
you fall. You can end your first move in midair
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if you double move (page 284).
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</div>
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'''Example:''' Marc, a 6-foot-tall human, attempts
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a high jump to catch a rope dangling 12 feet overhead.
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His check result is 26. With a running start,
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he leaps the distance (26 ÷ 5 = 5 feet, plus his height
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and one-third for a final reach of 13 feet). If Marc
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leaps from a standing position, he can’t quite reach
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the end of the rope (26 ÷ 10 = 2 feet for a final reach
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of 10 feet).
 +
<div style="background: #eeeeee; padding: 1em;">
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'''Long Jump:''' Part of a move action.
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* '''Distance Jumped Horizontally:''' Make an Athletics
 +
check and divide your check result by 10 (don’t
 +
round the result). This is the number of squares you
 +
can leap across. You land in the square determined
 +
by your result. If you end up over a pit or a chasm,
 +
you fall and lose the rest of your move action.
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* '''Distance Cleared Vertically:''' The vertical distance you
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clear is equal to one-quarter of the distance you jumped
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horizontally. If you could not clear the vertical distance
 +
of an obstacle along the way, you hit the obstacle, fall
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prone, and lose the rest of your move action.
 +
* '''Running Start:''' If you move at least 2 squares
 +
before making the jump, divide your check result by
 +
5, not 10.
 +
* '''Uses Movement:''' Count the number of squares you
 +
jump as part of your move. If you run out of movement,
 +
you fall. You can end your first move in midair
 +
if you double move (page 284).
 +
</div>
 +
'''Example:''' Marc attempts a long jump to clear a
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5-foot-high wall of thorns and the 10-foot-wide pit
 +
beyond it. His check result is 24. With a running start,
 +
he easily jumps the distance (24 ÷ 5 = 4.8 squares or
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24 feet) and clears the wall (24 ÷ 4 = 6 feet). If Marc
 +
jumps from a standing position, he can’t quite make
 +
it across the pit (24 ÷ 10 = 2.4 squares or 12 feet) and
 +
doesn’t clear the wall (12 ÷ 4 = 3 feet). He hits the wall
 +
of thorns and falls prone before reaching the pit.

Revision as of 14:51, 12 February 2009

Jump

Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, a patch of difficult terrain, a low wall, or some other obstacle.

High Jump: Part of a move action.

  • Distance Jumped Vertically: Make an Athletics

check and divide your check result by 10 (round down). This is the number of feet you can leap up. The result determines the height that your feet clear with a jump. To determine if you can reach something while leaping, add your character’s height plus one-third rounded down (a 6-foot-tall character would add 8 feet to the final distance, and a 4-foottall character would add 5 feet).

  • Running Start: If you move at least 2 squares

before making the jump, divide your check result by 5, not 10.

  • Uses Movement: Count the number of squares you

jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move (page 284).

Example: Marc, a 6-foot-tall human, attempts a high jump to catch a rope dangling 12 feet overhead. His check result is 26. With a running start, he leaps the distance (26 ÷ 5 = 5 feet, plus his height and one-third for a final reach of 13 feet). If Marc leaps from a standing position, he can’t quite reach the end of the rope (26 ÷ 10 = 2 feet for a final reach of 10 feet).

Long Jump: Part of a move action.

  • Distance Jumped Horizontally: Make an Athletics

check and divide your check result by 10 (don’t round the result). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your move action.

  • Distance Cleared Vertically: The vertical distance you

clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action.

  • Running Start: If you move at least 2 squares

before making the jump, divide your check result by 5, not 10.

  • Uses Movement: Count the number of squares you

jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move (page 284).

Example: Marc attempts a long jump to clear a 5-foot-high wall of thorns and the 10-foot-wide pit beyond it. His check result is 24. With a running start, he easily jumps the distance (24 ÷ 5 = 4.8 squares or 24 feet) and clears the wall (24 ÷ 4 = 6 feet). If Marc jumps from a standing position, he can’t quite make it across the pit (24 ÷ 10 = 2.4 squares or 12 feet) and doesn’t clear the wall (12 ÷ 4 = 3 feet). He hits the wall of thorns and falls prone before reaching the pit.