What is the DC to leap across a ten foot wide pit?


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Again, if we're talking about being on a grid, you are in a square and jumping less than 5 feet leaves you in your own square. But if we talk 1-ft increments, then yes, you only need a 1 to move into a pit that you're on the edge of.

And even if you start at the edge and the pit is 10 feet across, the area you want to land in (on the other side of the pit) is 11 feet away from your current location. So you need to jump from 0 to 11. Jumping from 0 to 10 lands you IN the pit. If the goal is to jump INTO the pit, then a 10 is just fine. But if you are trying to jump OVER the pit, then a 10 is only good if the pit is less than 10 feet across as per what SKR says.


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thejeff wrote:
Elbedor wrote:

That would be true if you're counting in 5-foot increments. If you roll so bad as to get under a 5, then you're not really jumping at all as opposed to stumbling around in your square...which is entirely possible with such a low roll.

Now if you break things down into more 1-foot increments, then you can see some actual movement.

Again, even as SKR pointed out in those links, a result of 10 is good for 5-9 feet, but you'd need a result of 11 to manage an "about 10" foot jump. No where in those discussions does he say DC 10 for a 10ft pit. He recognizes that in order to get over the pit, you have to travel more than 10 feet and therefore need more than a result of 10.

Maybe he's said otherwise elsewhere, I don't know. I've only looked at what Cheapy linked on the first page. From those posts SKR seems to be emphasizing the part of the CRB that mentions "...the result of your Acrobatics check indicates the distance traveled in the jump)..."

Right.And if I jump 4' into a 5' pit?

I'm just picturing a knight in plate standing on the edge of pit and trying again and again to jump into it. Failing every time.

Seriously, anyone trying to jump over a pit is going to be jumping from the edge of the pit, not starting a few feet away.

Anyone running as fast as they can so they can clear the pit is going to jump as close to the line as they can without going over. This is may be more difficult than you imagine. NFL kickers have to practice to get their strides perfectly lined up with the ball. It isn't all that simple to plant your foot at the exact spot when moving at full speed.


Komoda wrote:

...

Give Nefreet some space as there is support for his claim. He is not making this stuff up.

Nefreet can take his own space. As 750 posts in 2 1/2 days show. But he is still playing in minecraft world. Edit: just adding a :) to show that i am not angry, bitter, mad or somthing else along that Line.


Komoda wrote:
thejeff wrote:
Elbedor wrote:

That would be true if you're counting in 5-foot increments. If you roll so bad as to get under a 5, then you're not really jumping at all as opposed to stumbling around in your square...which is entirely possible with such a low roll.

Now if you break things down into more 1-foot increments, then you can see some actual movement.

Again, even as SKR pointed out in those links, a result of 10 is good for 5-9 feet, but you'd need a result of 11 to manage an "about 10" foot jump. No where in those discussions does he say DC 10 for a 10ft pit. He recognizes that in order to get over the pit, you have to travel more than 10 feet and therefore need more than a result of 10.

Maybe he's said otherwise elsewhere, I don't know. I've only looked at what Cheapy linked on the first page. From those posts SKR seems to be emphasizing the part of the CRB that mentions "...the result of your Acrobatics check indicates the distance traveled in the jump)..."

Right.And if I jump 4' into a 5' pit?

I'm just picturing a knight in plate standing on the edge of pit and trying again and again to jump into it. Failing every time.

Seriously, anyone trying to jump over a pit is going to be jumping from the edge of the pit, not starting a few feet away.

Anyone running as fast as they can so they can clear the pit is going to jump as close to the line as they can without going over. This is may be more difficult than you imagine. NFL kickers have to practice to get their strides perfectly lined up with the ball. It isn't all that simple to plant your foot at the exact spot when moving at full speed.

Of course it's even easier to not fall jump far enough to fall in the pit if you're doing a standing jump - Any result less than 10 and you can't reach the pit.

But even if you don't plant your foot exactly at the edge of the pit when running full speed, you're still not going to start a full speed jump 4 feet from the edge and fall down before even reaching it. Jumping a little too soon is a reasonable explanation for not quite making the jump, but not for not moving at all.


So are we debating what seems rational? Or are we debating what the rules (and they're designers) actually say? Because there are many instances the two are not the same at all.


Elbedor wrote:

Again, if we're talking about being on a grid, you are in a square and jumping less than 5 feet leaves you in your own square. But if we talk 1-ft increments, then yes, you only need a 1 to move into a pit that you're on the edge of.

And even if you start at the edge and the pit is 10 feet across, the area you want to land in (on the other side of the pit) is 11 feet away from your current location. So you need to jump from 0 to 11. Jumping from 0 to 10 lands you IN the pit. If the goal is to jump INTO the pit, then a 10 is just fine. But if you are trying to jump OVER the pit, then a 10 is only good if the pit is less than 10 feet across as per what SKR says.

I'm not talking about a grid at all. I'm saying that if the grid produces nonsensical results, then don't think in terms of the grid.

It's a long jump. Long jumps are measured from the starting line to the landing heel (or first mark in the sand, if it's not a standing landing). If that's 10', then you've jumped the 10' pit. Congratulations. If you don't make the 10 DC you haven't jumped the 10' pit and you're in trouble.


Elbedor wrote:
So are we debating what seems rational? Or are we debating what the rules (and they're designers) actually say? Because there are many instances the two are not the same at all.

If the jump rules said "count the squares", I'd grumble, but count the squares. They don't. They talk in non game jargon terms.


thejeff wrote:
Elbedor wrote:

Again, if we're talking about being on a grid, you are in a square and jumping less than 5 feet leaves you in your own square. But if we talk 1-ft increments, then yes, you only need a 1 to move into a pit that you're on the edge of.

And even if you start at the edge and the pit is 10 feet across, the area you want to land in (on the other side of the pit) is 11 feet away from your current location. So you need to jump from 0 to 11. Jumping from 0 to 10 lands you IN the pit. If the goal is to jump INTO the pit, then a 10 is just fine. But if you are trying to jump OVER the pit, then a 10 is only good if the pit is less than 10 feet across as per what SKR says.

I'm not talking about a grid at all. I'm saying that if the grid produces nonsensical results, then don't think in terms of the grid.

It's a long jump. Long jumps are measured from the starting line to the landing heel (or first mark in the sand, if it's not a standing landing). If that's 10', then you've jumped the 10' pit. Congratulations. If you don't make the 10 DC you haven't jumped the 10' pit and you're in trouble.

I imagine some folks are moving little Dolls around on the map also out of combat. The them, not mentioning any names, ignoring the grit May be hard:)


Komoda wrote:
Forseti wrote:

The rules are actually pretty clear if we take them at face value, using straightforward interpretation of the words used.

"The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical)."

To cross: "To go from one side of (something) to the other." That's from wiktionary. Different dictionaries have different wording, but they all boil down to the same thing.

To cross a 10' pit, that is, to go from one side of it to the other side of it, you need to make a DC 10 acrobatics check (if you have a running start of course).

And that's all there's to it. It makes for a simple and elegant rule too: jump over an obstacle x feet wide, make a DC x acrobatics check.

That is exactly true. Except for the part that "that's all there's to it." It is only true if you ignore the contradictory rules listed later, in the same paragraph I think.

Later it states that the distance moved is equal to the result of the roll (paraphrasing). If that is true, other interpretations gain a lot of validity.

It does not strengthen your argument to ignore the evidence of the opposing argument.

It is just as legitimate to go by the first rule: "DC = distance crossed" as it is to go by the second rule: "Result = distanced traveled." And while the author probably thought those two rules mean the same thing, most of us here realize they do not.

Give Nefreet some space as there is support for his claim. He is not making this stuff up.

I won't give it the first bit of credence. It's only contradictory if you're looking for contradictions. If you jump with your center of gravity right over the edge of a 10' pit, and you make a jump covering 10', you end up with your center of gravity exactly on the opposing edge. This is an eminently viable scenario for a body in motion. The jump will save you from going in on the one side, momentum will save you from falling in on the other side.

Also, as I posted before, legs can be at different angles on either side of the jump. People can bend at the waist and swivel their legs at the hips. So, at the start of the jump as well as at the end of the jump, at least one foot can be planted firmly, because people aren't vertically straight blocks of concrete taking up 5' x 5' of space. The reason they take up that area in the game is to allow them some personal space to move about in. Optimizing limb movement while jumping is just such moving around. Maybe that's why people fall prone when they miss the target DC of their intended jump, even if they just jump across a plain surface? They didn't execute their jump very well and their limbs are misaligned for an upright landing?


You do know he abandoned the 5' blocks of movement right?

And to ignore the second, contrary rule in the acrobatics rule does not make the first more valid.

It is exactly as valid as ignoring the first rule and going with the second which, by the way, is what Nefreet is now doing.

Vertical angles of approach don't have anything to do with it.


Komoda wrote:
It is just as legitimate to go by the first rule: "DC = distance crossed" as it is to go by the second rule: "Result = distanced traveled." And while the author probably thought those two rules mean the same thing, most of us here realize they do not.

I don't see any meaningful difference. I move up to the edge of the ten foot pit. I jump. I travel ten feet during my jump. I have crossed ten feet during my jump. (There is also another five feet of non-jumping movement involved.)

Unless you want to go with the silly 'you travel as far as you rolled, even if you wanted to travel 10 feet and rolled a 25' interpretation.


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Manwolf wrote:
Can I try a third camp of explanation? Totally abstract, just looking at the movement.

aahh I failed my will save!

You know, I was pretty solidly with Nefreet until you posited this explanation, and it reminded me that we 'pay' for each square of movement when we enter that square, not when we leave it. We pay with whatever currency the square requires.

In your example, you pay 5' of movement to enter the clear squares. You pay to enter the pit with a DC ## acrobatics check (and 5' of movement each) and move through both squares, then you pay 5' of movement to move into the clear space at the end of the pit.

With that thought process in mind, I am now convinced that the ## above should be 10.


Elbedor wrote:
So are we debating what seems rational? Or are we debating what the rules (and they're designers) actually say? Because there are many instances the two are not the same at all.

What they actually "say" seems to be up for a bit of debate, hence the need for alternate resolution, of which "don't mess up the laws of the universe" is one factor.

Not screwing over skills before fly makes them irrelevant would be another.


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Link

Sean K. Reynolds wrote:
If you know on average you can jump 10 feet, and you find a chasm that's 5-9 feet across, then you know you can jump across the cavern. And you don't have to make a roll to do it.
Sean K. Reynolds wrote:
If the player asks "how far is it?," and the GM says "about 10 feet," and the player uses Take 10 because he knows his Take 10 result gets him 11 feet, that's fine.

This seems to indicate that a result of 10 is good enough for anything 9ft or less, but you'd need an 11 for a chasm that is 10ft.

So the answer to the OP seems to be DC 11.


To elaborate on my previous post, here's a picture.

Someone jumping, something I just dug up in google.

The extra bit of space for a safe take-off and landing is the 5' distance between your own bloody feet!

Edit: Byakko posted this a bit earlier. Is it really so hard for some people to imagine a profile view of someone leaping from his back foot in the first square and someone in a landing pose in the second square of his second scenario? I'd paste them in myself if I had decent image editing software at hand. It's is so incredibly obvious that you only have to jump 10' to safely cross a 10' pit. A trained athlete could probably clear it with a 9' jump, even!


Pathfinder Lost Omens Subscriber
Nefreet wrote:
Bandw2 wrote:
Nefreet wrote:
_Ozy_ wrote:
Why do you constantly ignore questions that demonstrate the issue with your method?

I have not ignored a single one. It may take several comments before I reply, but I'm not ignoring anything.

Odds are I've already answered it.

you ignored my statement on why it should be DC 10 over 11. you said it was interesting thought experiment, said he could jump 1 foot off the edge and then teleport, but i specifically did not mention anything about jumping. you outright did not actually reference anything i said even when quoting my material.

that's explicitly ignoring if i've ever seen.

I would ask that your accusatory tone be removed from this discussion.

I can only address so many comments at one time.

I am not lying or being deceitful. I wholeheartedly believe in my position and will defend it, just as you are with yours.

If you feel I'm ignoring something, it could be because: 1) I've already answered it or something like it earlier, 2) It's irrelevant to the discussion being had, or 3) It got lost in the shuffle of 10 comments being posted in one minute's time.

I'm sitting down and reading through the comments of the last 8 hours now. If something new has come up, I'll be replying to it.

considering i'm the ONLY one in the entire thread who has explained my view this way, it's unlikely to answered it.

since we take up 5 feet squares lets pretend for a moment i'm a giant 5x5x5 gelatinous cube.

I creep 2 feet off the edge and then jump forward 10 feet, I land on the other side with my 2 feet that were off the edge and keep going.

Basically regardless of how much space I take up if I get at least a portion of me off the ledge as I jump I will land on ground on the opposite side.

even if i only take up a point if i'm on the very boundary between the grids and jump forward 10 feet i will land on the other side.

the only time a 10 foot jump does not make a 10 foot pit is if you jump early, I have never seen someone jump from a foot or two back but jump as they enter the open air.

on the grid lines this is basically you roll to jump DURING the transition from ground->pit, thus giving you 10 feet of movement putting you at the transition on the other side of pit->ground.

this system works both ignoring and using the grid map. or a roll of 10 gives you 2 squares of "obstacle avoidance" movement.


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I'm inclined to house rule that if you meet the DC exactly (e.g., score a 15 when leaping across a 15-ft. pit), then you roll an Acrobatics check at the same DC to fall forward, instead of stumbling back on landing. (Of course, if your check exceeds the pit width by 1 or more, you make it no problem.)

If you've ever watched a long jump competition, there's always some poo schleb who has a good jump ruined by falling backwards when he lands. The chances of this are very low for better long jumpers (mirrored by the fact the second check after scoring low on the first one is quite unlikely, and is less likely the easier the jump is) -- and really good ones will never fall backwards at all except in extreme cases (e.g., take 10 to exactly clear a pit, then take 10 to fall forward).


Pathfinder Lost Omens Subscriber
Elbedor wrote:

Link

Sean K. Reynolds wrote:
If you know on average you can jump 10 feet, and you find a chasm that's 5-9 feet across, then you know you can jump across the cavern. And you don't have to make a roll to do it.
Sean K. Reynolds wrote:
If the player asks "how far is it?," and the GM says "about 10 feet," and the player uses Take 10 because he knows his Take 10 result gets him 11 feet, that's fine.

This seems to indicate that a result of 10 is good enough for anything 9ft or less, but you'd need an 11 for a chasm that is 10ft.

So the answer to the OP seems to be DC 11.

this was brought up and talked about a long time ago. many people feel he is being "safe" and that he does not actually deny the possibility of a DC 10.


Pathfinder Lost Omens Subscriber
Kirth Gersen wrote:

I'm inclined to house rule that if you meet the DC exactly (e.g., score a 15 when leaping across a 15-ft. pit), then you roll an Acrobatics check at the same DC to fall forward, instead of falling in. If your check exceeds the pit width by 1 or more, you make it no problem.

If you've ever watched a long jump competition, there's always some poo schleb who has a good jump ruined by falling backwards when he lands. The chances of this are very low for better long jumpers (mirrored by the fact the second check after scoring low on the first one is quite unlikely, and is less likely the easier the jump is) -- and really good ones will never fall backwards at all except in extreme cases (e.g., take 10 to exactly clear a pit, then take 10 to fall forward).

the actual acrobatics check says if you fail by less than 4 you get a DC 20 reflex save to grab the ledge.


Bandw2 wrote:
The actual acrobatics check says if you fail by less than 4 you get a DC 20 reflex save to grab the ledge.

So we're already covered, in a sense. I'm less happy about a static save (so that you can't take 10), though.


Kirth Gersen wrote:

I'm inclined to house rule that if you meet the DC exactly (e.g., score a 15 when leaping across a 15-ft. pit), then you roll an Acrobatics check at the same DC to fall forward, instead of stumbling back on landing. (Of course, if your check exceeds the pit width by 1 or more, you make it no problem.)

If you've ever watched a long jump competition, there's always some poo schleb who has a good jump ruined by falling backwards when he lands. The chances of this are very low for better long jumpers (mirrored by the fact the second check after scoring low on the first one is quite unlikely, and is less likely the easier the jump is) -- and really good ones will never fall backwards at all except in extreme cases (e.g., take 10 to exactly clear a pit, then take 10 to fall forward).

Yup. this is what I posted a looooong time ago...


Bandw2 wrote:
Kirth Gersen wrote:

I'm inclined to house rule that if you meet the DC exactly (e.g., score a 15 when leaping across a 15-ft. pit), then you roll an Acrobatics check at the same DC to fall forward, instead of falling in. If your check exceeds the pit width by 1 or more, you make it no problem.

If you've ever watched a long jump competition, there's always some poo schleb who has a good jump ruined by falling backwards when he lands. The chances of this are very low for better long jumpers (mirrored by the fact the second check after scoring low on the first one is quite unlikely, and is less likely the easier the jump is) -- and really good ones will never fall backwards at all except in extreme cases (e.g., take 10 to exactly clear a pit, then take 10 to fall forward).

the actual acrobatics check says if you fail by less than 4 you get a DC 20 reflex save to grab the ledge.

That also works. But you are hanging by your fingertips/elbows from the ledge then; an exact roll would at least mean your feet were at ground level...


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Bandw2 wrote:
this was brought up and talked about a long time ago. many people feel he is being "safe" and that he does not actually deny the possibility of a DC 10.

It's true that it was brought up and discussed. But in the absence of any other DEV input what we still have are two rules in Acrobatics that seem to conflict with each other and the words of a Developer who gives weight and favor to the second one.

So unless/until another DEV somewhere has provided input or clarity to this matter, it appears the DC 11 argument is holding the most weight out of the three...that the Acrobatics check result reflects the distance traveled and you must travel/cross 11+ feet to get past a 10ft gap.

But all that aside, again I don't think it really matters. So what if a GM wants to give me a DC of 10 instead of 11 or 15. Easier for my guy to make the jump. I'm ok with that. :)


Pathfinder Lost Omens Subscriber
Elbedor wrote:
Bandw2 wrote:
this was brought up and talked about a long time ago. many people feel he is being "safe" and that he does not actually deny the possibility of a DC 10.

It's true that it was brought up and discussed. But in the absence of any other DEV input what we still have are two rules in Acrobatics that seem to conflict with each other and the words of a Developer who gives weight and favor to the second one.

So unless/until another DEV somewhere has provided input or clarity to this matter, it appears the DC 11 argument is holding the most weight out of the three...that the Acrobatics check result reflects the distance traveled and you must travel/cross 11+ feet to get past a 10ft gap.

But all that aside, again I don't think it really matters. So what if a GM wants to give me a DC of 10 instead of 11 or 15. Easier for my guy to make the jump. I'm ok with that. :)

he really only clarified that he didn't believe DC 15 was correct.

on your last statement this is why I have yet to FAQ this.a GM will have their own ruling one way or another and the game isn't worse off for any of them.

Grand Lodge

That depends, what's the length of the pit? If the character wants to jump the length a 10 feet wide pit, we must know it!


Bandw2 wrote:
Elbedor wrote:
Bandw2 wrote:
this was brought up and talked about a long time ago. many people feel he is being "safe" and that he does not actually deny the possibility of a DC 10.

It's true that it was brought up and discussed. But in the absence of any other DEV input what we still have are two rules in Acrobatics that seem to conflict with each other and the words of a Developer who gives weight and favor to the second one.

So unless/until another DEV somewhere has provided input or clarity to this matter, it appears the DC 11 argument is holding the most weight out of the three...that the Acrobatics check result reflects the distance traveled and you must travel/cross 11+ feet to get past a 10ft gap.

But all that aside, again I don't think it really matters. So what if a GM wants to give me a DC of 10 instead of 11 or 15. Easier for my guy to make the jump. I'm ok with that. :)

he really only clarified that he didn't believe DC 15 was correct.

on your last statement this is why I have yet to FAQ this.a GM will have their own ruling one way or another and the game isn't worse off for any of them.

Except when the player assumes one thing and the GM assumes another and the Player takes 10 with his +2 to jump the pit and the GM knows he needs 15, so he falls.

Or alternately, the GM is wondering why the PCs are coming up with elaborate plans to get safely across the pit they can easily just jump.


BigNorseWolf wrote:

If you want to jump 5' you need to jump 10'.

... thats an outright contradiction.

To be fair, to move through an occupied 5ft square, you consume 10ft of movement.

If you are adjacent to a 5ft hole and you take a 5ft step, you are going to fall.


Kirth Gersen wrote:

I'm inclined to house rule that if you meet the DC exactly (e.g., score a 15 when leaping across a 15-ft. pit), then you roll an Acrobatics check at the same DC to fall forward, instead of stumbling back on landing. (Of course, if your check exceeds the pit width by 1 or more, you make it no problem.)

If you've ever watched a long jump competition, there's always some poo schleb who has a good jump ruined by falling backwards when he lands. The chances of this are very low for better long jumpers (mirrored by the fact the second check after scoring low on the first one is quite unlikely, and is less likely the easier the jump is) -- and really good ones will never fall backwards at all except in extreme cases (e.g., take 10 to exactly clear a pit, then take 10 to fall forward).

Your house rule is unnecessary. When you roll a 10, it means you cleared the pit, landed on your feet, and moved forward (which costs you an extra 5' of movement if the pit is aligned to a grid).

If you land on the other side and fall back...then you didn't roll a 10. You rolled less than a 10 and the nearest point from which you jumped is less than 10'. This happens to long jumpers in competition. They land on their feet, fall backwards, and the jump is measured from the board to which ever part of the body fell back into the sand.

The rules are simple. When I roll a number on the the Acro check, that's how far I've safely cleared in the air. There is no falling back. That only happens when I fail to roll the distance needed to clear the pit. The Acro roll is not a where-my-feet-landed-and-I-still-don't- know-I-stuck-the-landing skill. The realism that you're trying to mimic is already in the game. It's called a failed roll.


Pathfinder Lost Omens Subscriber
thejeff wrote:

Except when the player assumes one thing and the GM assumes another and the Player takes 10 with his +2 to jump the pit and the GM knows he needs 15, so he falls.

Or alternately, the GM is wondering why the PCs are coming up with elaborate plans to get safely across the pit they can easily just jump.

first case, the GM probably tells you that you can't take 10 and succeed. I know i don't let people take 10 if it spells doom.(what's even at the bottom of this pit, snakes? spikes? moat of crocodiles? a trampoline?)

the second case, I'd probably not let people take 10 on jumping and I'd be fine with this as it could mean they can escape in combat more readily.


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It's been mentioned in this thread that Nefreet is not the only person who subscribes to his viewpoint. I believe that. So I am going to try and address all the lurkers who are reading this thread and who may be unsure about what's going on.

Nefreet claims his position is "simple and straightforward." I believe he was mimicking my own statement on the rules. Unfortunately, Nefreet's positions is not straight forward, it's rather convoluted. The simplest way to demonstrate this is by removing the grid lines and playing Pathfinder with a tape measure...which, if I recall, is a valid way to play Pathfinder.

If we remove squares/hexes from movement calculations, then Nefreet is forced to agree (I'll address the +1 subscribers in a bit). that the DC to jump any gap is exactly equal the gap measurement. Why? Because I don't need to move 15ft to clear the 10ft pit. I only need to move to the other side of the pit. When I take out my tape measure, the other side of the pit is exactly 10ft away from where my toes stand on the edge of the pit. If I put my heels, 10ft from where my toes stand...then I'm safely on the other side of the pit. That means I need to jump 10ft and when I look on the chart for "Long Jump" the DC is 10.

Nefreet agrees and everyone else agrees that the DC = the distance jumped. But when we add the grid lines, Nefreet's answer changes the DC to 15ft because he's tacking on another 5ft of jump to get into a 3rd square. This has been covered and explained and dissected ad nauseum. What happens if we use a grid and the pit is not aligned? What if we have a 7' pit which is 2' into the first square and 2' in to the 3rd square?The rules says it's DC 7..the distance to be crossed. What is Nefreet's DC here? I don't know. This is why Nefreet's answer is not simple and straightforward, it's convoluted. It's dependent upon some arbitrary assessment of whether I have to move into the square after the pit or if I can land in the square with the edge of the pit.

The rules were intended to be simple: The GM looks at the distance of the pit in the scenario and then matches that to the DC on the long jump chart. The DCs in that case are never affected by grid lines or the use of squares or hexes. Neither WotC nor Paizo intended for DCs to change whether someone was using a grid system or were not. If your playing the game without a map, you don't care what square you start from or where you land because the DC is the length of the pit. It's always the length of the pit.


Elbedor wrote:

Link

Sean K. Reynolds wrote:
If you know on average you can jump 10 feet, and you find a chasm that's 5-9 feet across, then you know you can jump across the cavern. And you don't have to make a roll to do it.
Sean K. Reynolds wrote:
If the player asks "how far is it?," and the GM says "about 10 feet," and the player uses Take 10 because he knows his Take 10 result gets him 11 feet, that's fine.

This seems to indicate that a result of 10 is good enough for anything 9ft or less, but you'd need an 11 for a chasm that is 10ft.

So the answer to the OP seems to be DC 11.

It's important to kick out this crutch that the +1 group has been leaning on. What is fairly obvious from the post above is that SKR's statements are being taken out of context. Let's go back and look at the question SKR was addressing

ciretose[/quote wrote:


The question is, how do you know if you can take 10 to go 15 feet the difference between 14 and 16 feet without a check?

The questions was about character knowledge. It was not about what is the DC to clear a 10' pit. SKR is commenting that if the character sees a 5-9 pit, then the character knows that the can clear the pit by Taking 10 because the character knows it can routinely jump 10'.

Does any character know a pit is exactly 10ft? No, they cannot unless they explicitly measure it. Look the second quote by Elbedor:

Sean K. Reynolds wrote:
If the player asks "how far is it?," and the GM says "about 10 feet," and the player uses Take 10 because he knows his Take 10 result gets him 11 feet, that's fine.

Let's repeat what the GMs says in SKR's example: "about 10 feet." That means the pit could be 9.5 feet or 10.5 feet. A roll of 10 will not clear 10.5 feet. A roll of 11 will most likely always clear "about 10 feet" unless the GM is adding more than a 1 foot of inaccuracy. In the IC world, you wouldn't find pits consistently 10ft or 15ft or 20ft in length. So the fact that a character would know it's exactly 10ft or 2 squares is metagaming/contrivance of the rules.

It's very important to understand that SKR's responses are all about addressing character knowledge and why its reasonable for the player to have the character attempt a "routine" jump across a pit that the character hasn't actually measured. THis is why he says that if a character knows he can jump 11 feet it's "fine" if the character Takes 10. Attempting to apply SKR's statements about Taking 10 and character reasoning to a definitive statement on the DC to jump a 10ft pit is textbook quoting out of context.

The DC to cross a pit is not X+1. But a character who can jump X on average, will know that he or she can Take 10 to jump any pit X-delta feet in length.

Paizo Employee Official Rules Response

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Answered in FAQ!

FAQ wrote:

Jumping: If I want to jump over a 10-foot pit, is the DC 10, like the table says, or is it higher, since I need to move a total of 15 feet to reach a non-pit square?

The DC is still 10 to jump over a 10-foot pit. You do move a total of 15 feet when you make that jump, but some of that is not required to be part of the jump. One way to visualize it is to think of it as walking/running the 2–1/2 feet from the center of your original square to the edge of the pit, jumping the pit right to the other edge, and then walking the 2–1/2 feet to the center of the new square.


Thanks for the double special!


AAAANNNNNDDDD Scene!


Pathfinder Lost Omens Subscriber

NEFREET YOU WASTED SO MUCH TIME.

but i love you for it so it's okay.


Can't close the scene until the big "NOOOOOOOOO!"

Didn't you take ANY ranks in perform drama?

Or tragedy ... not sure which..


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Pathfinder Lost Omens Subscriber

now we just need to move onto the important issues.

Sovereign Court

runs around without the extra encumbrance of clothes

FREEDOOOOOOOOOOOM!

Sczarni

Forseti wrote:

The rules are actually pretty clear if we take them at face value, using straightforward interpretation of the words used.

"The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical)."

To cross: "To go from one side of (something) to the other." That's from wiktionary. Different dictionaries have different wording, but they all boil down to the same thing.

To cross a 10' pit, that is, to go from one side of it to the other side of it, you need to make a DC 10 acrobatics check (if you have a running start of course).

And that's all there's to it. It makes for a simple and elegant rule too: jump over an obstacle x feet wide, make a DC x acrobatics check.

That's absolutely one way to interpret the Acrobatics description.

The other is found later, covering total "distance traveled".

Just as with movement, if your figurine is placed 3 squares away from its starting square, that is 15ft of distance traveled.

And, so, believing that jumping over a 10ft pit requires a DC higher than 10 is equally as valid of an interpretation.

(whether that makes the DC 11, or 15, can also be up for debate. Although I'm personally leaning more towards 11, now, not everyone is, and so the 3 possibilities up for FAQ are all still equally valid)


Pathfinder Lost Omens Subscriber
Reynard de' Bonaire wrote:

runs around without the extra encumbrance of clothes

FREEDOOOOOOOOOOOM!

BigNorseWolf we know it's you!

Sczarni

Manwolf wrote:

Can I try a third camp of explanation? Totally abstract, just looking at the movement.

Let's just consider the movement, ignoring, just for a moment, the fact that you leave the ground. You pay out movement and suffer penalties or have to make acrobatics rolls for moving based on the square you move to, not from, correct? Let's do a 5ft pit first. We're going to move 20ft total.

(Start)(Clear)(Clear)(Pit)(Clear)

Moving to a clear square is 5ft movement, no roll required.

Move to another clear square, 5ft movement, no roll.

Moving into a pit square costs 5ft movement and requires a DC 5 Acrobatics check, because it is only 5ft wide, to not fall in. Can't stop movement here or you fall no matter how high you roll (for the sake of this demo).

Moving to the next open square is 5ft movement, no roll required.

Total traveled 20ft, DC 5 for the pit. No muss, no fuss, movement rules complied with. Now we try a 10ft pit, moving 25ft.

(Start)(Clear)(Clear)(Pit)(Pit)(Clear)

Moving to a clear square is 5ft movement, no roll required.

Move to another clear square, 5ft movement, no roll.

Moving into a pit square costs 5ft movement and requires a DC 10 Acrobatics check, because the pit is now 10ft wide, to not fall in and to be able to continue to move to the next square. Can't stop movement here or you fall no matter how high you roll (for the sake of this demo).

Moving into the next pit square costs 5ft movement, and you are moving here only because you made the DC 10 check, otherwise >5 but <10 and you are falling here instead. Same no stopping here.

Moving to the next open square is 5ft movement, no roll required.

Done and done. No calculations, just movement. Square to square, center to center.

This still requires the "Looney Tunes floating in midair" tactic that many of us just simply cannot accept.


Pathfinder Lost Omens Subscriber
Nefreet wrote:
stuff

STAHP we already won.

Sovereign Court

Bandw2 wrote:
Reynard de' Bonaire wrote:

runs around without the extra encumbrance of clothes

FREEDOOOOOOOOOOOM!

BigNorseWolf we know it's you!

How'd you recognize me without underwear?

Sczarni

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Cap. Darling wrote:
Komoda wrote:

...

Give Nefreet some space as there is support for his claim. He is not making this stuff up.

Nefreet can take his own space. As 750 posts in 2 1/2 days show. But he is still playing in minecraft world. Edit: just adding a :) to show that i am not angry, bitter, mad or somthing else along that Line.

=)


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Pathfinder Lost Omens Subscriber

welp i guess this is going to make it to 800 posts before nefreet reads the designer post.


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Peeks over nefreet's shoulder as he has clicked "open in new tab" on 68 posts to reply to them without reading the end of the thread


Bandw2 wrote:
welp i guess this is going to make it to 800 posts before nefreet reads the designer post.

Well he needs to work his way down from his last seen and respond to things before he gets to that one.


1 person marked this as a favorite.
Chess Pwn wrote:
Bandw2 wrote:
welp i guess this is going to make it to 800 posts before nefreet reads the designer post.
Well he needs to work his way down from his last seen and respond to things before he gets to that one.

I'm excited for the big reveal.


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NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!


yay!

>'.'<

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