| Winterschuh |
real scenario:
monk lvl 11
11 rank
11 high jump class ability
3 class skill
3 DEX
5 boots of elvenkind
12 60ft base movement
4 Run Feat
20 ki-point
30 by the kind caster casting the jump spell
é voila +99 on jump checks.
take average result 10
jump check 109
you just jumped 27.25 feet straight into the air (at lvl 11, nice)
What about the landing?
10 give you falling damage. ok lets say you "fell" deliberately, then there are still 17.25 feet left to fall.
Let's say I dont jump before but fall right away. Whats the difference in the mechanics?
| Viktyr Korimir |
Which should mean the mechanic for reducing damage from a deliberate fall using a jump check should = 10 ft or whatever you character's high jump height would be when taking 20 (only including magical modifiers if they are currently effecting you), whichever is greater.
Or just reduce the damage by an amount determined by an Acrobatics check. You could replace Slow Fall with a bonus similar to the one the Monk already gets for using Acrobatics to jump.
| Stubs McKenzie |
Or just reduce the damage by an amount determined by an Acrobatics check. You could replace Slow Fall with a bonus similar to the one the Monk already gets for using Acrobatics to jump.
While a roll isn't a bad way to go about it, if you don't take damage from the distance you jumped vertically 100% of the time, then I would feel funny about the randomness of a d20, even if in the end it just equals a max of 5 ft of distance from min to max.