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 Difficult Terrain and Poor Footing.

Jumping

Jumping costs 1/2 of the character's Full Move points.

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 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 Maximum Jump distance a character can jump is equal to their 1/2 Move. A character can jump up to 1/2 their Base Jump without making a roll.

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 Distance in Feet 1/10 Move Distance in Feet 1/15 Move Distance in Feet 1/30 Move Distance in Feet
Small 1/3 Move Distance in Feet 1/6 Move Distance in Feet 1/12 Move Distance in Feet 1/20 Move Distance in Feet
Medium 1/3 Move Distance in Feet 1/8 Move Distance in Feet 1/15 Move Distance in Feet 1/20 Move Distance in Feet
Large 1/2 Move Distance in Feet 1/5 Move Distance in Feet 1/10 Move Distance in Feet 1/15 Move Distance in Feet
Huge Full Move x 5 Gigantic




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

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.