Difference between revisions of "Athletics (4E)"

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{{4E}}
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==House Rules==
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=== Interacting with the Environment===
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Athletics can be used instead of Strength checks made for feats of strength, to break objects, and so on. See Interacting with the Environment, Player's Handbook page 263.
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<div style="background: #eeeeee; padding: 1em;">
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'''Interacting with the Environment'''
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* ''DC'': Varies; see table under Interacting with the Environment, Player's Handbook page 263.
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</div>
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=== Jump ===
 
=== Jump ===
Make an Athletics check to jump vertically to reach a
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Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally
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.
to leap across a pit, a patch of difficult terrain, a low
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<div style="background: #eeeeee; padding: 1em;">
wall, or some other obstacle.
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'''Jump:''' Part of a move action.
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* '''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.
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** '''Vertical Jump DC:''' Height in feet x4 or height in squares x20.
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** '''Horizontal Jump DC:''' Length in feet x1 or distance in squares x5.
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*** '''Running Start:''' If you do not move at least 2 squares before making the jump, double the DC.
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*** '''Assisted Jump''' If you can leapfrog, use a line to swing, or use a device such as a  trampoline or vaulting pole, halve the DC. 
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* '''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).
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* '''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.
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* '''Jump and Attack''': You can make an attack at the highest/furthest point of a leap. Add the jump to your effective reach.
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*  '''Jump over enemies''': To jump over an enemy has a difficulty of that enemy's space x20; Add 20 if you wish to leap over its reach.
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**This maneuver has a minimum DC of 15 after all modifiers.
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**The DM can halve this difficulty for multipeds, slimes and other mostly horizontal creatures.
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**The standard modifiers for running start and assisted jumps apply here. It is generally easy to do an assisted jump as long as you are not trying to avoid opportunity attacks.
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</div>
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===Lifting and Dragging===
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You can extend the normal limits on lifting and dragging things for a short time. See Player's Handbook, page 223 for the normal limits on load.
 
<div style="background: #eeeeee; padding: 1em;">
 
<div style="background: #eeeeee; padding: 1em;">
'''High Jump:''' Part of a move action.
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'''Lifting, and Dragging''': Part of Move action; slows and grants combat advantage <br>
* '''Distance Jumped Vertically:''' Make an Athletics
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Athletics can be used to increase the normal limits on carrying, lifting and dragging.
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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* '''DC:''' 10 + weight modifiers
The result determines the height that your feet clear
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** '''Lifting weight off the floor''': DC +1 per 20 extra pounds
with a jump. To determine if you can reach something
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** '''Dragging weight along the ground''' DC +1 per 50 extra pounds
while leaping, add your character’s height plus
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* '''Success''' You lift or drag the load for one round. You can sustain the effect as a standard action.
one-third rounded down (a 6-foot-tall character
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* '''Failure''' You fail to move and the load and take 1d6 damage due to overexertion.
would add 8 feet to the final distance, and a 4-foottall
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* '''Slowed''': You are slowed when dragging or lifting weight in excess of your normal load (Strength x 10 lbs.)
character would add 5 feet).
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* '''Grant Combat Advantage''': You grant combat advantage when trying to lift or drag loads in excess of your normal limitations.
* '''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>
 
</div>
'''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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=== Reduce Falling Damage When Jumping ===
His check result is 26. With a running start,
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If jump down from a height, you can make an Athletics check to reduce the amount of falling damage you take.
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
 
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;">
 
<div style="background: #eeeeee; padding: 1em;">
'''Long Jump:''' Part of a move action.
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'''Reduce Falling Damage''': Part of move action
* '''Distance Jumped Horizontally:''' Make an Athletics
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* '''Damage Reduced''': Make an Athletics check, and reduce the amount of falling damage you take by one-half your check result (round down).  
check and divide your check result by 10 (don’t
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* '''Combines with Acrobatics''': This can be combined with Acrobatics used for the same purpose.
round the result). This is the number of squares you
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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>
 
</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
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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.
 

Latest revision as of 15:09, 12 June 2009

4ED&D 4E
4th Edition Dungeons & Dragons

House Rules

Interacting with the Environment

Athletics can be used instead of Strength checks made for feats of strength, to break objects, and so on. See Interacting with the Environment, Player's Handbook page 263.

Interacting with the Environment

  • DC: Varies; see table under Interacting with the Environment, Player's Handbook page 263.

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 DC.
      • Assisted Jump If you can leapfrog, use a line to swing, or use a device such as a trampoline or vaulting pole, halve the DC.
  • 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.
  • Jump and Attack: You can make an attack at the highest/furthest point of a leap. Add the jump to your effective reach.
  • Jump over enemies: To jump over an enemy has a difficulty of that enemy's space x20; Add 20 if you wish to leap over its reach.
    • This maneuver has a minimum DC of 15 after all modifiers.
    • The DM can halve this difficulty for multipeds, slimes and other mostly horizontal creatures.
    • The standard modifiers for running start and assisted jumps apply here. It is generally easy to do an assisted jump as long as you are not trying to avoid opportunity attacks.

Lifting and Dragging

You can extend the normal limits on lifting and dragging things for a short time. See Player's Handbook, page 223 for the normal limits on load.

Lifting, and Dragging: Part of Move action; slows and grants combat advantage
Athletics can be used to increase the normal limits on carrying, lifting and dragging.

  • DC: 10 + weight modifiers
    • Lifting weight off the floor: DC +1 per 20 extra pounds
    • Dragging weight along the ground DC +1 per 50 extra pounds
  • Success You lift or drag the load for one round. You can sustain the effect as a standard action.
  • Failure You fail to move and the load and take 1d6 damage due to overexertion.
  • Slowed: You are slowed when dragging or lifting weight in excess of your normal load (Strength x 10 lbs.)
  • Grant Combat Advantage: You grant combat advantage when trying to lift or drag loads in excess of your normal limitations.

Reduce Falling Damage When Jumping

If jump down from a height, you can make an Athletics check to reduce the amount of falling damage you take.

Reduce Falling Damage: Part of move action

  • Damage Reduced: Make an Athletics check, and reduce the amount of falling damage you take by one-half your check result (round down).
  • Combines with Acrobatics: This can be combined with Acrobatics used for the same purpose.