| HectorVivis |
I saw some posts about this, but without any clear/legal answers:
Here's the rules about acrobatics.
The problem our party faced belongs here:
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. 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). These DCs double if you do not have at least 10 feet of space to get a running start
So I got a couple of questions, and even more after some reading:
1. Do you need to use the "run" action ?
2. Do you need to have straight line of 10ft ?
3. If yes, does your jump need to continue this line ?
4. Does difficult terrain "block" a running start ?
Thank you for helping! :D
Weirdo
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"Running start" is a term without a clear game definition, but it does have a clear intent. You're using that space to build up momentum to assist your action, like a charge. With that in mind:
1. No, despite containing the word "run," "running start" is not the same thing as the run action.
2. Common sense says yes, you can't change direction while building momentum (like a charge)
3. Yes (as above)
4. Not as written, and though you could say yes through the same charge analogy used above, I think it makes more sense to simply note that while jumping "The only Acrobatics modifiers that apply are those concerning the surface you are jumping from." - so difficult terrain during your running start increases the DC but doesn't totally invalidate the running jump.