Turbiales
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First I must apologize for my poor english.
I has an issue with the Alpha rules the las session (Crimson Throne Module 2).
The party was fighting a daemon (Leukodaemon) flying at 10 feet. The Melee specialists wanted to jump 5 feet high (Acrobatics CD 20) and they faced the fact that the Jumping dependig on Dexterity.
As a mater of fact my players and I not liked the dexterity based jumping. The only player who did make the jumping was the low strenght rogue and that was... weird. A High-Streght bargarian in rage was not capable of make a single test in a looong combat (Long because the fighters were not capable of reaching the Demon)
| tussock |
Melee specialists are really supposed to have a backup missile weapon. Some light thrown weapons would be good enough there, as would a reach weapon. Or just sit your melee specialist on someone's shoulders using the mounted combat rules.
If nothing else, you can usually pick up a rock and throw it for 1d3+Str.
Oh, and technically you could account for each character's height. A typical human with a 4' blade can tip 9' without any jump at all. Might be better as a 2' high jump to attack. Dwarves and small creatures would have a harder time, they'd need a 4' or 5' jump. If your combat looks like dragging out a bit, little details like that can sometimes help.
As to your main point: Dex for jumping is fairly realistic. Muscles are heavier than they are strong, and weight counts against you a lot. Olympic high-jumpers are not well muscled people.