Difference between revisions of "Jumping"
m |
m (→Jumping Distance) |
||
| Line 11: | Line 11: | ||
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). | 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 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 | + | 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. Height and length are modified at the same time for a single +1 or -1, unless the character is jumping from a standing start and only wishes to jump on one axis. |
{| class="wikitable" | {| class="wikitable" | ||
| Line 76: | Line 76: | ||
|- | |- | ||
|} | |} | ||
| − | |||
| − | |||
| − | |||
| − | |||
===Landing in Difficult Terrain=== | ===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or on an area of Poor Footing, however, causes the character to need to make an additional check akin to the one originally made.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]]. | 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or on an area of Poor Footing, however, causes the character to need to make an additional check akin to the one originally made.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]]. | ||
Revision as of 19:23, 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.
Jumping
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.
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.
Jumping Distance
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).
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. Height and length are modified at the same time for a single +1 or -1, unless the character is jumping from a standing start and only wishes to jump on one axis.
| Jumping Distance | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Size | Running Jump | Per +1 Running Jump Modifier | Per -1 Running Jump Modifier | Standing Long Jump | Per +1 Standing Long Jump Modifier | Per -1 Standing Long Jump Modifier | ||||
| <Tiny | 2/3 per step | 10% of Running Jump | 5% of Running Jump | 1/2 per step | 10% of Standing Long Jump | 5% of Standing Long Jump | ||||
| Tiny | 10 feet | 1 foot | 6 inches | 3 feet | 3 inches | 1.5 inches | ||||
| Small | 15 feet | 1.5 feet | 9 inches | 6 feet | 7 inches | 3.5 inches | ||||
| Medium | 20 feet | 2 feet | 1 foot | 8 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 | ||||||||||
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.