Difference between revisions of "Athletics (4E)"

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(Original Jump rules)
(→‎Jump: Revised rules)
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wall, or some other obstacle.
 
wall, or some other obstacle.
 
<div style="background: #eeeeee; padding: 1em;">
 
<div style="background: #eeeeee; padding: 1em;">
'''High Jump:''' Part of a move action.
+
'''Jump:''' Part of a move action.
* '''Distance Jumped Vertically:''' Make an Athletics
+
* '''DC''': Calculated separately for height and length of jump, then the highest DC is used. You can also begin by making the check, then see how far you got using the check result as your DC.
check and divide your check result by 10 (round
+
** '''Vertical Jump DC:''' Height in feet x4 or height in squares x20.
down). This is the number of feet you can leap up.
+
** '''Horizontal Jump DC:''' Length in feet x1 or distance in squares x5.
The result determines the height that your feet clear
+
* '''Running Start:''' If you do not move at least 2 squares
with a jump. To determine if you can reach something
+
before making the jump, double the difficulties.
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
 
* '''Uses Movement:''' Count the number of squares you
 
jump as part of your move. If you run out of movement,
 
jump as part of your move. If you run out of movement,
 
you fall. You can end your first move in midair
 
you fall. You can end your first move in midair
if you double move (page 284).
+
if you double move (Player's Handbook page 284).
 +
* '''Jump and catch''': If you do not jump far enough or high enough, but fail by less than five feet, you can catch hold by using the Climb rules.
 
</div>
 
</div>
'''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).
 
<div style="background: #eeeeee; padding: 1em;">
 
'''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).
 
</div>
 
'''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.
 

Revision as of 15:06, 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.

Jump: Part of a move action.

  • DC: Calculated separately for height and length of jump, then the highest DC is used. You can also begin by making the check, then see how far you got using the check result as your DC.
    • Vertical Jump DC: Height in feet x4 or height in squares x20.
    • Horizontal Jump DC: Length in feet x1 or distance in squares x5.
  • Running Start: If you do not move at least 2 squares

before making the jump, double the difficulties.

  • 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 (Player's Handbook page 284).

  • Jump and catch: If you do not jump far enough or high enough, but fail by less than five feet, you can catch hold by using the Climb rules.