Difference between revisions of "Jumping"
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Jumping ignores all modifiers between the tile the character is jumping out of and into, allowing a character to avoid [[Terrain_Features_(Combat)#Difficult_Terrain|Difficult Terrain]] and [[Terrain_Features_(Combat)#Poor_Footing|Poor Footing]]. | Jumping ignores all modifiers between the tile the character is jumping out of and into, allowing a character to avoid [[Terrain_Features_(Combat)#Difficult_Terrain|Difficult Terrain]] and [[Terrain_Features_(Combat)#Poor_Footing|Poor Footing]]. | ||
| − | ==Jumping== | + | ==Jumping Distance== |
| − | + | The Base Jump Distance a character jumps by default is determined by their Size and their Full Move in Feet - as each tile is 5 feet, this means their Full Move should be multiplied by 5 to get their Jump Distance in Feet. | |
| − | + | The Minimum Jump distance is the minimum distance beyond which the character would need to roll for - this is equal to 1/2 their Base Jump. | |
| − | + | The Maximum Jump distance a character can jump is equal to their 1/2 Move. | |
| − | The | ||
| − | + | Jump Modifier is equal to 10% of Base Jump Distance. This is used for Scattering and jumping longer distances. | |
| − | |||
For a Running Jump, a character must have moved at least their 1/2 Move in tiles immediately before jumping - this can have been on the last round providing the character did not stop. | For a Running Jump, a character must have moved at least their 1/2 Move in tiles immediately before jumping - this can have been on the last round providing the character did not stop. | ||
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|'''Base High Jump''' | |'''Base High Jump''' | ||
|'''Base Standing High Jump''' | |'''Base Standing High Jump''' | ||
| + | |'''Scatter Distance''' | ||
|- | |- | ||
| − | |Tiny or Smaller | + | | Tiny or Smaller |
| 1/3 Move in Feet | | 1/3 Move in Feet | ||
| 1/10 Move in Feet | | 1/10 Move in Feet | ||
| Line 51: | Line 50: | ||
|} | |} | ||
| + | ==Attempting a Jump== | ||
| + | Jumping costs 1/2 of the character's Full Move points. | ||
| + | |||
| + | If the distance is equal to or less than their Minimum Jump distance, they succeed without a roll. | ||
| + | |||
| + | To jump, the character makes a Hard Strength Feat or Dexterity Feat Check. Alternatively, the Character may make an Athletics or Tumbling Check instead - doing so lowers the effective difficulty by one step. | ||
| + | |||
| + | A character can jump up to their Base Jump distance without penalty. | ||
| + | For every 10% they increase their Base Jump by, they suffer a -1 penalty. | ||
| + | On a success, a character jumps as high or as long as they intended. | ||
| + | If a character fails a High Jump, for every point they fail by, decrease the height of the jump the Jump Modifier 10% until it hits Base Height. | ||
| + | If a character fails a Long Jump, roll to see how they Scatter. | ||
| + | |||
| + | ===Scatter=== | ||
| + | For every point the character failed by, increase the distance they move from their target by the Jump Modifier and [[scatter]] the character in that direction. If this would cause the character to be moved further than their Maximum Jump Distance, they instead undershoot and are scattered directly between them and their target. A character cannot fall closer to their origin than their Minimum Jump Distance; if they would, they land at their Minimum Jump Distance. | ||
| + | |||
| + | If a character would not land on a tile within 10 feet of their origin, see [[Falling]]. | ||
| + | |||
| + | ===Landing in Difficult Terrain=== | ||
| + | Landing in Difficult Terrain or on an area of Poor Footing, however, causes the character to need to make an additional check akin to the one originally made. This new check suffers a penalty to it equal to any Move Point cost modifiers from Terrain Features and Poor Footing. For every point the character fails by, they lose 2 Move Points. If they drop to 0 or less, they are [[Knocked Down]]. | ||
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|'''Running Jump''' | |'''Running Jump''' | ||
|'''Standing Long Jump''' | |'''Standing Long Jump''' | ||
| − | |||
| − | |||
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Revision as of 21:21, 27 November 2016
Jumping ignores all modifiers between the tile the character is jumping out of and into, allowing a character to avoid Difficult Terrain and Poor Footing.
Contents
Jumping Distance
The Base Jump Distance a character jumps by default is determined by their Size and their Full Move in Feet - as each tile is 5 feet, this means their Full Move should be multiplied by 5 to get their Jump Distance in Feet.
The Minimum Jump distance is the minimum distance beyond which the character would need to roll for - this is equal to 1/2 their Base Jump.
The Maximum Jump distance a character can jump is equal to their 1/2 Move.
Jump Modifier is equal to 10% of Base Jump Distance. This is used for Scattering and jumping longer distances.
For a Running Jump, a character must have moved at least their 1/2 Move in tiles immediately before jumping - this can have been on the last round providing the character did not stop.
For example, a Human has a Move of 12, 60 feet per round. As a Medium character, they have a Base Running Jump Distance of 1/3 of this - 20 feet. They could make a Running Jump of up to 10 feet without having to roll and the furthest they could jump is 30 feet. They would have to move at least 30 feet unimpeded to get a running jump.
| Jumping Distance & Height | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Size | Base Running Jump | Base Standing Long Jump | Base High Jump | Base Standing High Jump | Scatter Distance | |||||
| Tiny or Smaller | 1/3 Move in Feet | 1/10 Move in Feet | 1/15 Move in Feet | 1/30 Move in Feet | ||||||
| Small | 1/3 Move in Feet | 1/8 Move in Feet | 1/15 Move in Feet | 1/20 Move in Feet | ||||||
| Medium | 1/3 Move in Feet | 1/8 Move in Feet | 1/15 Move in Feet | 1/20 Move in Feet | ||||||
| Large or Larger | 1/2 Move in Feet | 1/5 Move in Feet | 1/10 Move in Feet | 1/15 Move in Feet | ||||||
Attempting a Jump
Jumping costs 1/2 of the character's Full Move points.
If the distance is equal to or less than their Minimum Jump distance, they succeed without a roll.
To jump, the character makes a Hard Strength Feat or Dexterity Feat Check. Alternatively, the Character may make an Athletics or Tumbling Check instead - doing so lowers the effective difficulty by one step.
A character can jump up to their Base Jump distance without penalty. For every 10% they increase their Base Jump by, they suffer a -1 penalty.
On a success, a character jumps as high or as long as they intended.
If a character fails a High Jump, for every point they fail by, decrease the height of the jump the Jump Modifier 10% until it hits Base Height.
If a character fails a Long Jump, roll to see how they Scatter.
Scatter
For every point the character failed by, increase the distance they move from their target by the Jump Modifier and scatter the character in that direction. If this would cause the character to be moved further than their Maximum Jump Distance, they instead undershoot and are scattered directly between them and their target. A character cannot fall closer to their origin than their Minimum Jump Distance; if they would, they land at their Minimum Jump Distance.
If a character would not land on a tile within 10 feet of their origin, see Falling.
Landing in Difficult Terrain
Landing in Difficult Terrain or on an area of Poor Footing, however, causes the character to need to make an additional check akin to the one originally made. This new check suffers a penalty to it equal to any Move Point cost modifiers from Terrain Features and Poor Footing. For every point the character fails by, they lose 2 Move Points. If they drop to 0 or less, they are Knocked Down.
old notes
Jumping Distance & Height
The distance the character can jump is dependent on the size of their character. They also may modify it by an amount dependent upon their size to jump further or jump a shorter distance.
The distance and height of the jump depend on if it is a running jump or a standing jump; a running jump has the height of a running high jump and a standing long jump has the height of a standing high jump.
To gain the benefits of a Running Jump, the character must have moved at least their Full Move in the last round without stopping and be at least Running (if Humanoid) or at least moving at a Gallop (if Beast).
The character suffers a -2 penalty for every 10% they add to the jump distance or height.
If the character succeeds, they land where they intended.
If a character fails and the target is beyond their base jumping distance, they have undershot the jump and miss by their Distance Jumping Modifier for
, the character lands in a random direction from their target. If the direction is on the character's side, they fall short by
If they overshoot their target, they move half this distance.
equal to
For every point a character fails by, the height of their jump is decreased by 10%.
| Jumping Distance & Height | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Size | Running Jump | Standing Long Jump | ||||||||