
![]() |

I have been wondering about this for some time as well. If a PC needs to jump across a 10' gap but also needs the height to grab hold of a branch(or anything) 10' above, how would you calculate the dc? I only see rules for distance and height seperately. I guess you could combine them together, but I'm not sure if that's what you are supposed to do by RAW.

StreamOfTheSky |

I've always treated long jumps as a parabolic shape. You would attain a maximum height of 1/4 your jump check result (assuming a running start) at the mid point in distance of the jump. Heights at points closer to the start or end point would be lower, and so forth. Finding the height at any given distance could probably be found by plugging in your x (distance in length traveled) and using the parabolic function.
:) Probably too complicated for practical use other than computing max height at the mid point of the jump.

StreamOfTheSky |

Yeah, that makes no sense. you need to clear some distance from the ground to travel forward by jumping at all. And the acceleration due to gravity is consistent. In order to travel farther horizontal distance, you either need: a) to gain more height from your jump (so you have more time in the air with which to travel); b) to travel at a greater speed (so even though you spend the same amount of time in the air due to being at the same height, you travel further); or c) a combination of a and b.
C) is how it should be working. The ideal long jump should resemble a parabola in shape. A low ceiling would actually limit the maximum distance you could jump potentially, just as it could limit the max range of an arrow, as an arrow shot for distance is ideally arced at a 45 degree angle.

Stubs McKenzie |
We have always used the same rules as everyone else is suggesting, 1/4 distance in height. As a DM, i allow the height you jump to be reduced by 50% by increasing the DC for a long jump by 50% (from 1 to 1.5 per foot for a running long jump, and from 2 to 3 per foot for a standing long jump). It allows characters to try and jump a 20 ft pit while inside a 10 ft tall hallway (remembering they travel up 10 ft, which puts them in the 10-15 ft square vertically), and allows for 'harder' long jumps to be made and for the actual skill stat to stay relevant longer.

Bunktavious |
If this was referenced some where in 3.5, I would love to know where. As it seems, pathfinder has nothing that I know of, but if I am wrong on that please let me know.
From the d20srd:
"Long Jump
A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet)."

Maese RoD |
I've always treated long jumps as a parabolic shape. You would attain a maximum height of 1/4 your jump check result (assuming a running start) at the mid point in distance of the jump. Heights at points closer to the start or end point would be lower, and so forth. Finding the height at any given distance could probably be found by plugging in your x (distance in length traveled) and using the parabolic function.
:) Probably too complicated for practical use other than computing max height at the mid point of the jump.
The lower point of arrival is a good point to talk about.
If you want to simplify the calculate, you can give an circumstancial bonus to Jump Check.
The bonus doesn´t increment with a higher fall, because the parabolic function of an projectile take a mayor increment in the Y axis.
In an attempt to reach a high point, you can give a cirumstancial penalty