| willuwontu |
Acrobatics has this line:
No jump can allow you to exceed your maximum movement for the round.
I have some questions about situations regarding this, assume for those questions that the acrobatics check is not a problem.
1. If I'm standing to or close to a 500 foot wall with a speed of 30 feet, can I jump on top of it?
2. Can I jump over a 500 ft wall onto the other side for a total horizontal distance of my speed?
3. If I jump onto a cliff 15 feet up, and 15 ft away with a speed of 30 ft as part of a move action, how much farther can I move in that action?
| MrCharisma |
3. You can fall basically any distance in a round. In real life you fall ~680 feet in the first 6 seconds you're falling (really basic maths, not super accurate).
Pther than that I think you have to abide by your movement speed fornthe round (if you have a move speed of 30 you could move 60 feet in a round by using 2 move actions).
I'm not 100% sure how the rules work here though so I'm open to interpretation.
| MrCharisma |
3. You can fall basically any distance in a round. In real life you fall ~680 feet in the first 6 seconds you're falling (really basic maths, not super accurate).
Other than that I think you have to abide by your movement speed fornthe round (if you have a move speed of 30 you could move 60 feet in a round by using 2 move actions).
I'm not 100% sure how the rules work here though so I'm open to interpretation.
| DeathlessOne |
1) No. Distance traveled can not exceed your movement rate for the round. Going up a 500ft wall is well beyond your normal movement speed.
2) No. Same reason as #1
3) You've already moved 30ft, so unless your speed is higher, your movement is done. If you take another move-equivalent action, you can go another 30ft, but then you are done, and falling if you don't have a hand hold.
If you have speed boosting items, you can go farther. If you have an ability that says something else, that ability lets you break the rules as so far as that ability explicitly states.
| MrCharisma |
I misread 3 =P (also I posted it twice somehow)
You cannot move more than your movement for the round under your own power. If you're on a horse/boat/etc you can move faster. If you teleport you can move further. If you fall you're under gravity's power.
1. If you roll high enough you can jump 60 feet up. This would cost you 2 move actions (and require a roll of 240, or 480 without a running start).
2. No. I can't remember where it says it, but if you make a long jump then the hight of the jump is ~ half of the length. A 30 foot horizontal jump would take you 15 feet high.
3. I cant quite remember this one, but here's how I think it works. When moving diagonally every second square of movement costs 2 squares. For 15 across and 15 up you'd be moving through 3 squares (not including the one you started in). The first woukd cost 1 square, the second 2 squares and the third 1 square, for a total of 4 squares, or 20 feet. This would leave you with 1p feet of movement.
- A couple of caveats for number question 3. First, I don't know the jump DC for a virtical+horizontal jump, the rules aren't super clear. I would probably just add them together (vertical 15' jump = DC 60, horizontal 15' jump = DC 15. So the DC for the jump you described would be 60 + 15 = 75). Also without a running start the DC's double, so if you want to move after the jump instead of before the DC becomes 150 (assuming my equarion earlier was right). At the very minimum you'd have to roll the virtical jump (DC 60, or 120 without a running start).
This was all done from memory, so there's a good chance I got at least something wrong, but I hope it helps.