So the Remastered Long Jump rules are weird


Pathfinder Second Edition General Discussion

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The Gencon preview wrote:

You Stride, then attempt a DC 15 Athletics check to Long Jump in the direction you were Striding. If you didn't Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.

Success: You Leap a distance equal to your check result rounded down to the nearest 5 feet. You can't Jump farther than your land speed

Suppose a level 20 Barbarian with Legendary Athletics, +1 item bonus to Athletics, +6 strength, and no other Leaping or Jumping related feats or items. They have a 40 foot move speed.

They want to jump a 20 foot gap. Easy.

They spend the appropriate 2 actions, Stride 10 feet and attempt their check, Nat 20 for a total of 20+20+6+8+1=55 feet. Goes down to 40 because of their land speed.
And they sail well past their intended destination, possibly into harm's way.

This is probably an improvement on the existing rules, but creates its own problem: you can't Jump less than the dice dictate.

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This is actually a house rule my tables have implemented to supplement the existing rules.
You can choose to set a DC to try and match to Jump that exact distance, a la: the RAW currently.
Or, you can declare your intention to Jump as far as you can: Jumping as far as the dice dictate, down to the nearest 5ft (NTE your land speed).


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Would switching from "Equal to you check result" to the phrase "Up to your check result" be enough to remove unintended situations?

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That seems to be a situation where you let common sense guide you to the intent of the rules.


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Charlie Brooks wrote:
That seems to be a situation where you let common sense guide you to the intent of the rules.

But what about the comedy?


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"Sorry, you rolled too well!" is very unlikely to happen at my table.


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Megistone wrote:
"Sorry, you rolled too well!" is very unlikely to happen at my table.

Agreed. At most I might increase the DC slightly if they needed to land on an exact and narrow spot - as in enough less than 5ft that the difference would seem worth bothering about.


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In PF2E Paizo decided to lean into the concept of Failing Forward with success effects on spells and some abilities that have effects on a failure.

In PF2RE they have apparently decided that Succeeding Backward should also be a thing.

I'll probably allow my players to set a DC and only mess with their "success" on a failure at my table.

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Lightning Raven wrote:
Would switching from "Equal to you check result" to the phrase "Up to your check result" be enough to remove unintended situations?

It would be the simplest solution that I think most people would be happy with.

I think it's a little boring, tho. Once you can reliably hit that DC 15, you have virtually no chance of a failure or a critical failure result.
And overshooting is a funny outcome in a lot of situations.

I love the way that the current rules and the remastered rules work if implemented in tandem.
You can try to make a controlled long jump of a specified distance (Core Rulebook)
Or you can make an uncontrolled long jump which goes as far as you rolled (Player Core Preview)

Having either rule alone results in situations with unsatisfying outcomes (which are different from failure outcomes; those still exist and should exist).


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Ectar wrote:
Lightning Raven wrote:
Would switching from "Equal to you check result" to the phrase "Up to your check result" be enough to remove unintended situations?

It would be the simplest solution that I think most people would be happy with.

I think it's a little boring, tho. Once you can reliably hit that DC 15, you have virtually no chance of a failure or a critical failure result.
And overshooting is a funny outcome in a lot of situations.

I love the way that the current rules and the remastered rules work if implemented in tandem.
You can try to make a controlled long jump of a specified distance (Core Rulebook)
Or you can make an uncontrolled long jump which goes as far as you rolled (Player Core Preview)

Having either rule alone results in situations with unsatisfying outcomes (which are different from failure outcomes; those still exist and should exist).

Failure effectively still exists. If you need to make a 30 foot jump but only roll a 22, you're still falling.


Well, the failure result is still that you don't jump far enough to clear the needed distance.

If you need to jump 25 feet, you still need to hit the DC 25. If you roll 22 you are going to come up short even though you beat the DC 15 and 'successfully' jumped 20 feet.


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beowulf99 wrote:

In PF2E Paizo decided to lean into the concept of Failing Forward with success effects on spells and some abilities that have effects on a failure.

In PF2RE they have apparently decided that Succeeding Backward should also be a thing.

I'll probably allow my players to set a DC and only mess with their "success" on a failure at my table.

Or maybe they just took the concept of "failing forward" a little too far, huh?


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beowulf99 wrote:
In PF2E Paizo decided to lean into the concept of Failing Forward with success effects on spells and some abilities that have effects on a failure.

This is falling forward, if there are two pits in a row.

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