Difference between revisions of "Jumping"

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(Created page with "==Jumping== Jumping ignores all modifiers between the tile the character is jumping out of and into, allowing a character to avoid Terrain_Features_(Combat)#Difficult_Terrai...")
 
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==Jumping==
 
 
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 costs 2 Move Points characters up and including Medium; after this it costs an additional 2 Move Points per Size Category. Jumping cannot cost more than a character's 1/2 Move.
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==Jumping Distance==
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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.  
  
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. If the character is successful, they are able to jump up to their Jump Distance, depending on how far that is.
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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.  
  
===Jumping Distance===
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The Maximum Jump distance or height a character can jump is equal to their Base Distance or Height +50%.
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.
 
  
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).
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Jump Modifier is equal to 10% of Base Jump Distance. This is used for Scattering and jumping longer distances.
  
The modifier is gained based on how far away the target is. For example, a Medium Sized character could drop 2 feet from the distance and 4 inches from the height they intend to jump and gain a +1 or add 1 foot to the distance and 2 inches to the height and take a -1. The character can not gain more than a +5 bonus from decreasing the length and height of a jump and height and length are dropped together, unless the character is not jumping for height or distance.
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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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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.
  
 
{| class="wikitable"
 
{| class="wikitable"
!colspan="11"|Jumping Distance
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!colspan="11"|Jumping Distance & Height
 
|-
 
|-
 
|'''Size'''
 
|'''Size'''
|'''Running Jump'''
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|'''Base Running Jump'''
|'''Per +1 Running Jump Modifier'''
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|'''Base Standing Long Jump'''
|'''Per -1 Running Jump Modifier'''
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|'''Base High Jump'''
|'''Standing Long Jump'''
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|'''Base Standing High Jump'''
|'''Per +1 Standing Long Jump Modifier'''
 
|'''Per -1 Standing Long Jump Modifier'''
 
 
|-
 
|-
| <Tiny
+
| Tiny or Smaller
| 2/3 per step
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| 1/3 Move in Feet
| 10% of Running Jump
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| 1/10 Move in Feet
| 5% of Running Jump
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| 1/15 Move in Feet
| 1/2 per step
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| 1/30 Move in Feet
| 10% of Standing Long Jump
 
| 5% of Standing Long Jump
 
 
|-
 
|-
| Tiny
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|Small
| 10 feet
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| 1/3 Move in Feet
| 1 foot
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| 1/8 Move in Feet
| 6 inches
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| 1/15 Move in Feet
| 3 feet
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| 1/20 Move in Feet
| 3 inches
 
| 1.5 inches
 
|-
 
| Small
 
| 15 feet
 
| 1.5 feet
 
| 9 inches
 
| 6 feet
 
| 7 inches
 
| 3.5 inches
 
 
|-
 
|-
 
| Medium
 
| Medium
| 20 feet
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| 1/3 Move in Feet
| 2 feet
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| 1/8 Move in Feet
| 1 foot
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| 1/15 Move in Feet
| 8 feet
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| 1/20 Move in Feet
| 9 inches
 
| 4.5 inches
 
|-
 
| Large
 
| 30 feet
 
| 3 feet
 
| 1.5 feet
 
| 12 feet
 
| 14 inches
 
| 7 inches
 
|-
 
| Huge
 
| 50 feet
 
| 5 feet
 
| 2.5 feet
 
| 25 feet
 
| 2.5 feet
 
| 1.25 feet
 
 
|-
 
|-
| Gigantic
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| Large or Larger
|  
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| 1/2 Move in Feet
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| 1/5 Move in Feet
 +
| 1/10 Move in Feet
 +
| 1/15 Move in Feet
 
|-
 
|-
 
|}
 
|}
  
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===Move Modifiers===
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Anything that modifies Move by a fraction or percentage similarly modifies Jump distance.
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Anything that modifies Move by a point cost per tile for the character - not for terrain - modifies the distance of a Jump by 10% per point. Note, some terrain modifiers *will* have an effect. This is to simulate jumping with a heavy load, whilst tired or through physical barriers such as thick brush, which will rob the character of momentum.
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==Attempting a Jump==
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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.
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 +
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.
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 +
On a success, a character jumps as high or as long as they intended.
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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 Minimum Height.
  
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If a character fails a Long Jump, roll to see how they Scatter.
  
 +
===Scatter===
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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.
  
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If a character would not land on a tile within 10 feet of their origin, see [[Falling]].
  
===Landing in Difficult Terrain===
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===Landing in Terrain Features===
 
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]].
 
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]].

Latest revision as of 15:42, 26 October 2017

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.

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 or height a character can jump is equal to their Base Distance or Height +50%.

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
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

Move Modifiers

Anything that modifies Move by a fraction or percentage similarly modifies Jump distance.

Anything that modifies Move by a point cost per tile for the character - not for terrain - modifies the distance of a Jump by 10% per point. Note, some terrain modifiers *will* have an effect. This is to simulate jumping with a heavy load, whilst tired or through physical barriers such as thick brush, which will rob the character of momentum.

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 Minimum 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 Terrain Features

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.