Running starts are really slow.


3.5/d20/OGL


Okay, I have a simple question. Here's the setup:

SRD wrote:

Jump Skill

All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.

The DM in a game that I play in ruled that "running start" means that you need to be RUNNING. I.e., if you want to make a jump check without doubling the DC, you need to take a full round action to Run. Therefore every jump check with a running start is a full round action.

This seems a bit stiff to me. The rules say, right there, that you need to "move" at least 20 feet. Not "run" at least 20 feet. I therefore assume that this means that the words "running start" are merely descriptive and not calling out a specific action (i.e. the full round Run). However, this is merely a matter of interpretation so far. Can anyone point me to somewhere in the rules that makes it clear that you can jump (with a running start) as part of a move action?

I can have a different opinion than the DM, but I can't change his mind unless I can point to the rulebook.


Interpretations like this make me chuckle.

For what its worth, I agree with your assessment.

Sovereign Court Contributor

Well, the example description on p 77 of Krusk moving 30 feet and then jumping 10 feet as a move action is pretty clear to me.


Rambling Scribe wrote:

Well, the example description on p 77 of Krusk moving 30 feet and then jumping 10 feet as a move action is pretty clear to me.

Genius! That is pretty clear. In the hurry at the gaming table, it's often hard to read thoroughly or understand all that you ARE reading. Especially with longer entries when you're trying to find a specific thing. Later, when I had more time, I only looked at the SRD, which of course doesn't have Krusk anywhere near it.

Thanks Rambling Scribe!

You win a gold star with peanut clusters. (See store for details).


Although, upon second thought (with my devil's advocate glasses on) I realized that this isn't quite the answer. It doesn't indicate what the DC for the 10 foot jump was. Meaning, that perhaps Krusk just made a really good jump even though he didn't have a "running start".

You know that that's not right. I know that it's not right. I've Got Reach knows it. But it might be a hard sell to the DM. We'll see. You can still have your peanut clusters though.


Eltanin wrote:

Although, upon second thought (with my devil's advocate glasses on) I realized that this isn't quite the answer. It doesn't indicate what the DC for the 10 foot jump was. Meaning, that perhaps Krusk just made a really good jump even though he didn't have a "running start".

You know that that's not right. I know that it's not right. I've Got Reach knows it. But it might be a hard sell to the DM. We'll see. You can still have your peanut clusters though.

I'd say if that doesn't do it, call the exorcist. He's got a case of the ass demons. (Thanks to whoever introduced that term to these boards!)

Liberty's Edge

Let's take a look at the rules:

Hypertext d20 SRD wrote:

Action

None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.

(Emphasis added.)

That seems pretty clear to me. A jump is a part of a Move action. Since the "running start" can also be part of that same Move action, a "running start" is not synonymous with a Run action (which, as you noted, is a full-round action).

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