Adding Leap bonuses to HighJump and Long Jump


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If a given game rule says to add extra distance to your Leap, but doesn't reference High Jump or Long Jump, does that bonus also apply to High Jumps and Long Jumps, since they are also considered Leaps?


How about some examples


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Something like spry sinews or Crane Stance for example.

The latter does reference High Jump and Long Jump, but only in regards to lowering the DC, which I consider to be a separate effect from increasing the distance of Leaps.

Also, boots of bounding.


It would affect the "Failure: You Leap normally" result of High Jump and Long Jump.

I would probably also allow you to use your normal (and item/spell/stance modified) Leap distance if it is better than what you rolled with a successful High Jump or Long Jump.

But since High Jump and Long Jump are intended to be used instead of Leap when you want to go farther than Leap allows - and mechanically High Jump and Long Jump are setting their distances traveled on their own rather than referencing* Leap distance: no I wouldn't have a bonus to Leap distance also apply to the final result of a High Jump or Long Jump distance.

*: They are setting an explicit distance or using the result of a roll. They aren't saying something like "you jump your Leap distance plus a distance determined by your roll". They reference the Leap action, but don't use the character's Leap distance in their calculations.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

But on a Success it says "you Leap" with a capital L. And these abilities add a bonus when you Leap.

Is it your intent to argue that the character is not in fact taking a Leap subordinate action?

I myself would not add it if the same ability ALSO added extra distance to High Jump and Long Jump (as Dancing Leaf does), in effect doubling up, but I find it hard to believe you don't add a bonus to X when an ability says to add a bonus to X.


Ravingdork wrote:

But on a Success it says "you Leap" with a capital L. And these abilities add a bonus when you Leap.

Is it your intent to argue that the character is not in fact taking a Leap subordinate action?

I have said nothing about subordinate actions. I don't see how that is relevant in this case.

What I am basing this on is things like if a modification to a land speed also affects your fly speed. If your fly speed is based on your land speed (Fly speed equal to half your Speed, or Fly speed equal to your Speed), then yes - increasing your land speed is going to also increase your fly speed. But if you have a Fly speed that sets its own speed, then that is what you get. You don't also get to have things that increase your Land speed increase your Fly speed arbitrarily.

In this case I am looking at High Jump and Long Jump and seeing that they set a specific distance of their own. They aren't based on your speed. They aren't based on the distance you can Leap. Whether the Leap is a subordinate action or not, High Jump and Long Jump has a specified distance (override of standard Leap action's rules) that you Leap for.

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I can see this being ambiguous. But so far, no one has put forward an argument of why a different ruling is also reasonable and aligned with the rules as they are currently written.


Finoan wrote:

In this case I am looking at High Jump and Long Jump and seeing that they set a specific distance of their own. They aren't based on your speed. They aren't based on the distance you can Leap. Whether the Leap is a subordinate action or not, High Jump and Long Jump has a specified distance (override of standard Leap action's rules) that you Leap for.

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I can see this being ambiguous. But so far, no one has put forward an argument of why a different ruling is also reasonable and aligned with the rules as they are currently written.

I think that Ravingdork's argument is reasonable and aligned with the rules. Yes, High Jump and Long Jump override of standard Leap action's rules. But standard Leap action's rules also set specific distances. And they can be increased by such effects. Why overriden (and fixed at that, also being base actions of the system) distances can't be? Is it Leap? Yes. It has these specific distances this time. The effect says they are increased. Looks rather straightforward.

I still don't know how I would rule though. If this would lead to some obvious excessive stacking, I may rule as you do.
Also I don't see your Fly speed example very relevant: we don't have two linked things here, we have only one - Leap.


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Doesn't the DC decrease represent/translate that extra oomph?


Errenor wrote:
Yes, High Jump and Long Jump override of standard Leap action's rules. But standard Leap action's rules also set specific distances.

Horizontal jump of Leap is based on land Speed.

"10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet."

But I can consider that to be a moot rebuttal here. It is more of a technicality than something meaningful.

I think it is hard to argue that Long Jump is inherently a Leap action - they have different names and different action costs. I think the subordinate action route makes more sense. And has more rules to point to.

Such as:

Subordinate Actions wrote:
This subordinate action still has its normal traits and effects, but it's modified in any ways listed in the larger action.

So an effect that increases the distance of Leap is going to modify the subordinate Leap action, but then the larger Long Jump action is going to modify it by setting the distance moved explicitly.

Errenor wrote:
If this would lead to some obvious excessive stacking, I may rule as you do.

That is a good idea.

Going with the assumption that the rules are ambiguous and both rulings are equally valid, we should look at what shenanigans we can come up with. Looking for things that are either too bad to be true (I have enough Leap bonuses that I can Leap 35 feet for 1 action, but if I use Long Jump for 2 actions, then even if I nat-20 the roll I can only go 25 feet) or causing problems (With Assurance(Athletics) I can Long Jump 30 feet, but with the Leap bonuses I have and Cloud Jump and spending three actions on it I can get that up to 75 feet)

Edit: I think I have that Cloud Jump hypothetical wrong. Cloud Jump is weird. And seems to be excessive without some massive boosts to your land speed to go along with it.


Castilliano wrote:
Doesn't the DC decrease represent/translate that extra oomph?

I'm not sure that it does. At least not any more.

The lower DC would mean that you have less risk of ending up in the 'Failure' outcome and only doing a normal Leap.

But the DC has no effect on how far you actually go. The dice roll result and that alone decides how far you go on a Long Jump. It is your roll result rounded down to the nearest multiple of 5 and that is your distance jumped.


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Finoan wrote:
What I am basing this on is things like if a modification to a land speed also affects your fly speed. If your fly speed is based on your land speed (Fly speed equal to half your Speed, or Fly speed equal to your Speed), then yes - increasing your land speed is going to also increase your fly speed. But if you have a Fly speed that sets its own speed, then that is what you get. You don't also get to have things that increase your Land speed increase your Fly speed arbitrarily.

I think this is a less than perfect analogy because in the "static fly speed" example, your land speed is never referenced, while Leap is always being referenced here.


This issue is a little ambiguous, but I actually side with Ravingdork on this one.

High and Long Jump do genuinely use Leap as a subordinate action.

These actions modify the normal Leap, exchanging the normal Leap distance for _____.

Something that adds distance to Leap does still take effect when doing a Long Jump.

The 'ambiguity' is the order of operations. Do you boost Leap first, then nullify the boost by executing Long Jump's "equals the check result?"

Imo, no. I think Long Jump is intended to exchange out the base Leap value, while still allowing Leap boosters to function.
The Long Jump first modifies the Leap, then your other possible boosts contribute after that.

The only reason to have Long/High jump directly invoke Leap like that is for interactions like Spry Sinews to boost Long Jump. It would have been very easy for the devs to forbid that.

The "cannot exceed your land speed" clause is only affecting that base value before boosts, not the final distance.

This idea of allowing Leap boosts to affect Long Jump is further supported / made into a slam dunk by the Failure outcome of doing a normal Leap.
It would make no bloody sense for the Fail version to grant a longer distance than the success+ outcomes.
Yet, if you prevent Leap boosts from aiding those Success+ outcomes, that is exactly what happens. The Fail result gets boosted by all those different Leap helpers (I have a froggy exemplar on the shelf with a whole lot of them), and that Fail would easily exceed the no-boosts Success outcome.

But, if you treat Long Jump as modifying the base Leap, and allows Leap boosts, then that issue disappears.


I would allow Leap bonuses to be used for High Jump and Long Jump, but no, I would not allow them to break Long Jump's speed limit. Nothing in Long Jump says the limit is "pre bonuses." That rule is its final word on the distance jumped, and so I would rule it as final unless an effect specifically overruled it such as Cloud Jump does when you spend extra actions as it describes

Could this result in a scenario where normal Leap is better than Long Jump if you stack every bonus you can find and have a speed of 15? Sure. So what. Edge cases don't define the rules

So it could be a way to consistently get the max distance out of your Long Jumps, but not turn them into "Cloud Jump at home"


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I too would not allow Leap bonuses to exceed one's speed, unless something like Cloud Jump says otherwise.

(Note that I say "bonuses" here as shorthand, but most increases to Leap distance are not called out as bonuses, and so the rules for bonuses don't necessarily apply to them.)


???

Why insist the final total Long Jump cannot exceed your Stride speed?
Then yall would still end up with the Fail of Long Jump being a longer distance than the Success via the "normal Leap."

Leap has no such "less than your speed" limitation like that.

As far as I can tell, Long Jump success+ really is just upgrading the base Leap distance, before bonuses.

Firefoot Popcorn doubles Leap, S.Sinews is +10, Tripkee have a +10 feat at L5, etc. No matter how you slice it, that PC is already Leaping faster than they can run. And I have no reason to think that's a problematic result.
(and I have to interpret Firefoot Popcorn as going last. If it was intended to double only base Leap, then it would have just been a +10/15.)

While Leap is kinda worse than a Stride in most ways, it's pretty easy to hop around faster than you'd be able to run in pf2. Which IMO is a good game design result.

It just makes no sense for Long Jump to be a downgrade from base Leap in any circumstance, least of all when the Athl check is a success.
Again, the devs had to intentionally write Long Jump to have it's fail be a normal Leap, and not "a jump of 10 ft" or something.

I really do think this is both RaI and RaW.

It really is just like any other "specific overriding the general."
At baseline, your Long Jump cannot exceed your speed.
If you have effects that increase increase the distance of your Leap, that overrides the normal case in order for those feats/etc to be able to still provide a benefit.

I'm often the one crashing the party with "cant let you do that Star Fox" RaW rulings,
but the notion that Long Jump's text trumps the very abilities intended to enhance it is just wild to me.


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My reading:

Yes, the bonuses also apply to High/Long Jump, as they both reference Leap.

No, they don't override the restriction in the Long Jump success. You first determine the maximum distance by the result of your check and any further enhancers to distance that you have. Then that result gets capped to your normal movespeed, if it was higher.

This is further supported by the way Cloud Jump works, where it asks for as many actions as walking would have taken. The intention seems clear – they don't want it to ever be optimal to just jump through the world 24/7 like some sort of video game glitch where that makes you a bit faster than you otherwise would be.


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Trip.H wrote:

???

Why insist the final total Long Jump cannot exceed your Stride speed?

Because that is literally and explicitly what Long Jump says to do.

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

Liberty's Edge

Just High Jump if you have a low Speed and all those effects adding distance (do they stack BTW ?).

Only Long Jump has the distance restriction based on your speed after all.

Amusingly, Cloud Jump's wording seems to imply this distance restriction applies to High Jump, even though it does not exist there.


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https://2e.aonprd.com/Feats.aspx?ID=8505
"As normal, this can't increase the distance of your Leap beyond your Speed."

The intention with the limit is clear – 24/7 jumping ought not be strictly superior to walking.


???

I think my post got deleted. Still absurd that there's no removal notification nor reason provided, makes it impossible to adjust future posts to be permissible. I cannot even see the post to copy/paste from, or to review for offending text.
Guessing it was because I dared to criticize Paizo's contradictory product. Speedrun version from recollection:

That is a great find yellowpete, and really throws a wrench into this talk.

It creates a clear RaW contradiction; Leap's text does not have a cap, but that archetype feat claims it does.

A possible cap on Leap distance creates even more headaches.

Do the Leap boosting effects, like "You increase the horizontal distance of your Leap by 10 feet" increase both base and cap, or does it only make it easier to hit that cap?

________________

The possible Leap cap still does not factor into the prime question of the topic. Do you add the boosts before you limit the result via cap, or do you resolve the jumping action first, then add boosts?

Imo, it's an outright ideal gameplay outcome for a froggy PC that is invested in +Leaps to be able to get more total distance from Long Jump than they could via 2x Stride, while that is not true for base PCs.

For that outcome to happen, I'd have to rule that in a 1v1 contradiction fight, the core book & Leap text wins VS a random archetype feat's text. And that Leap boost considerations work like any other bonus to ___, where the base action is resolved, then the boost is applied as a specific override.

When figuring the distance, I'd first resolve the jumping action, then do "double" effects like Popcorn, then add any flat bonuses at the end, to avoid them double-dipping.

_________________

That's just me though. That text from Malleable Movement is a black & white contradiction that a GM is totally justified to use to cap Leap.

Though effects like Firefoot Popcorn would still double that capped value? ("you can Leap double the normal distance") Idk, that's in the realm of who knows at this point.

___________________

If there is an active rule that caps Leap to your speed, despite boosts, that would break things like Blast Boots, and all other specific jumps that are waaay more than your speed.

Yeah, poking around for more jump stuff, I'm a bit more confident that it's gotta be that Malleable Movement text that is wrong.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
yellowpete wrote:

https://2e.aonprd.com/Feats.aspx?ID=8505

"As normal, this can't increase the distance of your Leap beyond your Speed."

The intention with the limit is clear – 24/7 jumping ought not be strictly superior to walking.

There is no such limit for basic Leap. Only for Long Jump.

The feat is in error.


Finoan wrote:

I think the subordinate action route makes more sense. And has more rules to point to.

Such as:
Subordinate Actions wrote:
This subordinate action still has its normal traits and effects, but it's modified in any ways listed in the larger action.

So an effect that increases the distance of Leap is going to modify the subordinate Leap action, but then the larger Long Jump action is going to modify it by setting the distance moved explicitly.

Ok, but this looks like an order of operations problem. Even you don't say both alterations can't work at once. I don't remember a rule to strictly choose the order.

__
Also, yes, " You can't jump farther than your land Speed" stands.
And I'm inclined to apply this to Leap also even if it's not written. Exactly for the reason not making it much better than Striding. Even being equal it's already better: avoids all land dangers and difficult terrains.


Errenor wrote:
Finoan wrote:

So an effect that increases the distance of Leap is going to modify the subordinate Leap action, but then the larger Long Jump action is going to modify it by setting the distance moved explicitly.

Ok, but this looks like an order of operations problem. Even you don't say both alterations can't work at once. I don't remember a rule to strictly choose the order.

I don't think there is a choice of order of operations. Effects that increase Leap would only be able to increase Leap - not the final result of Long Jump.


Finoan wrote:
I don't think there is a choice of order of operations. Effects that increase Leap would only be able to increase Leap - not the final result of Long Jump.

Long Jump is a modified Leap. If you Long Jump, every check result performs the Leap action.

That ruling would be akin to banning Strike boosters from working with any meta-Strike, because "you're not doing a Strike" (when you very much are, the Strike is inside the activity).

You are correct about not really having a choice on the order of operations though. Across all of pf2, you total the base action/case first, then apply modifiers. Which results in Leap boosters granting longer Long Jumps.

Which is akin to that energy mutagen + burn it example.


Trip, your various "examples" are straw men and false equivalences. The relevant rules here are the Long Jump action, its subordinate Leap action, and the Subordinate Action rule:

"An action might allow you to use a simpler action—usually one of the Basic Actions—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but it's modified in any ways listed in the larger action."

I agreed with you that the subordinate Leap could be modified by effects that modify Leap. But after those modifications, according to Subordinate Actions, it is still subject to the limit imposed by Long Jump, "You can't jump* farther than your land Speed." That is what those above me mean by "order of operations." You can alter the Leap, but in the end you are still performing a Long Jump and must adhere to its rules. The "illogical" nature of a failure potentially being more desirable than a success is also irrelevant, and something for a GM to address at their prerogative

*I feel it is also worth noting that it says "jump" here instead of "Leap." It is referring to the final, practical result. Not the calculations and modifications of the Leap


Yes it's all Leap, either basic action Leap or subordinate action Leap. Leap modifiers apply to both.

Yes, the basic action Leap doesn't have an explicit cap and can thus exceed Speed in edge cases, unless you take "Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump." to be applying even to cases where the 'greater distance' would be caused by Leap modifiers (more likely though, it was just overlooked, given that it's not a situation that comes up easily naturally, and certainly not with only the content that existed when Leap was first written).

So, the writer of that feat probably misattributed/-remembered where exactly that Speed limit was set in the rules; however the point of me bringing this up wasn't the strict RAW consistency of this feat but rather to further substantiate that such a limit is intended even for Leap modifiers, with a very plausible reasoning behind that intention (to prevent 24/7 bunny-hopping from being optimal).


Finoan wrote:
Errenor wrote:
Finoan wrote:

So an effect that increases the distance of Leap is going to modify the subordinate Leap action, but then the larger Long Jump action is going to modify it by setting the distance moved explicitly.

Ok, but this looks like an order of operations problem. Even you don't say both alterations can't work at once. I don't remember a rule to strictly choose the order.
I don't think there is a choice of order of operations. Effects that increase Leap would only be able to increase Leap - not the final result of Long Jump.

Which is also Leap, in the new remaster wording at least. That's the essence of the argument.


The core issue is that some readers are interpreting that

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

out of context. In context, that is modifying the previous sentence, it is overriding that [distance = check result] and putting a cap on specifically that.

I really don't think we will ever see another case with such a good RaI "smoke" to signal this fire.

Long Jump wrote:

You Stride, then attempt a DC 15 Athletics check to make a 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 up to a distance equal to your check result rounded down to the nearest 5 feet. You can't jump farther than your land Speed.
Failure You make a normal horizontal Leap.
Critical Failure You make a normal horizontal Leap, then fall and land prone.

If the dev intended for the 'final' jump distance to be capped, then that cap line would be outside the Success, and inside the general text of the action. This is why I'm so confident that the line is instead just a part of the distance formula, and has no function of creating a 'final' cap that would disable Leap boosts. These are mutually exclusive possibilities.

It is by raw luck that we get a circumstance where the Fail would produce a better result than the Success, which is as bright a "too bad to be true" signal as we can expect within pf2, lol.

_________________

Those Blast Boots are a great example to shine and focus this signal.
https://2e.aonprd.com/Equipment.aspx?ID=1104

Quote:
When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet.

If yall insist on that Success capping the [final] instead of the [base] distance, you get some crazy stupid nonsense with Blast Boots.

If your check to make a blasting Long Jump is a Success, that +75 jump doesn't matter, and the total distance is capped to your speed.
But if you bungle that check and get a Fail, then you no longer hit that cap line, and get the [leap] +75 of jump distance.

Yall. Please. You gotta evaluate text in context, which includes downstream effects like this one.

___________________

The wording on Long Jump is 'bad' from a design PoV, but it's not ambiguous, so I've copied that confusing choice of words to this constructed example that uses an attack instead for the sake of being more familiar:

compressed example to better explain:

Detonating Strike wrote:

[flourish] [bombardier] 2 Actions

You bring your hammer down, and use the impact to detonate your primed frazzles to better destroy your foes. Make a Strike against a target. If the Strike hits, then your primed frazzles explode, each dealing 20 more damage to the target. The damage type matches your capsule type. You can't deal more than 80 damage.

Special: If you are level ___ then...

When a specific action caps itself, that is no different than any other damage formula. This is the bit that's not getting through. The mechanics of a damage, distance, etc, formula having a cap does not also function as a different mechanic that prevents outside effects from working.

A formula with a self-cap is just a range of possible numbers. You need a specific callout to disable normal buffs or abilities from being able to function, and while that can look very close to that text of Long Jump, we contextually know that's not what it's doing.
I can only half-remember the in-game example right now, but there is some Strike enhancer or meta-Strike that disables bonus precision damage like Sneak Attack. It does exist, but disabling outside boosts is very rare in pf2.

___________________

It's not normally relevant, but damage bonuses are always "outside" the action that they are modifying. When you have Gravity Weapon active, you total up the Det Strike damage first, and keep that Gravity Weapon damage in a different bucket. You only add G.Weapon's damage after the Det Strike is fully calculated.

You have to look at the context, and understand that the "can't deal more then 80 damage" is referring to the damage formula of that specific [base!] action. Gravity Weapon, Weapon Specialization, etc, would all be added after the capped 80. The way pf2 works, Detonating Strike is "at most 80 damage (before bonuses)"

This is genuinely not intuitive, because of how often we automatically think of bonus damage as being "inside" or "a part of" the Strike, when that's not actually true. Those chunks of damage are beside, next to the Strike's damage. This matters in the case where an attack/spell/etc caps it's own damage, which is super rare in the system.

And no, that text cannot have two meanings at the same time. If we understand via context that the sentence is a part of the damage formula, that text cannot also have the function of setting a "final" damage cap.
In this context, that "You can't deal more than 80 damage" is translating to "... but the damage cannot exceed 80"
Yet, like everything else in pf2, that's only outlining the parameters of the base form.
Abilities and bonuses that add damage are all specific overrides to that stated 80 damage.


The limit in Long Jump says nothing about it only referring to the distance override. It simply sets a limit

Blast Boots do not support your argument. Its bonuses to Long Jump and High Jump do not refer to the Leap distance, or to a generic "jump", but specifically to Long Jump or High Jump. Thus they fit neatly into Specific Over General and work exactly as described and expected

We are the ones fully considering the context. You are trying to bend it to your narrative


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Baarogue wrote:
Trip, your various "examples" are straw men and false equivalences.

You really think so? That feels a bit disingenuous.

It seemed pretty clear he was using examples and analogies to illustrate the underlying logic. If you and others are genuinely missing that, it explains why this conversation keeps frustrating everyone.

Baarogue wrote:
Blast Boots do not support your argument. Its bonuses to Long Jump and High Jump do not refer to the Leap distance, or to a generic "jump", but specifically to Long Jump or High Jump. Thus they fit neatly into Specific Over General and work exactly as described and expected.

Insofar as I can tell, blast boots are still limited by one's land speed. Nothing in its text counters that rule. Therefor, if you or anyone else wishes to claim otherwise, the burden of proof falls to you.


Yeah I may have been hasty about the Blast Boots. They would probably be limited by speed like Cloud Jump is. It doesn't support his argument either way so ¯\_(ツ)_/¯

Liberty's Edge

Forget Long Jump. High Jump will get you much further :-)


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The Raven Black wrote:

Just High Jump if you have a low Speed and all those effects adding distance (do they stack BTW ?).

Only Long Jump has the distance restriction based on your speed after all.

Amusingly, Cloud Jump's wording seems to imply this distance restriction applies to High Jump, even though it does not exist there.

Cloud Jump itself adds thhat distance restriction to High Jump, I believe:

"When you successfully High Jump, use the distance jumped and distance limit for a Long Jump but don’t triple the distance."

In any case, there do still seem to be some inconsistencies in the jumping rules RAW. The malleable movement feat referenced abive seems to assume there is a distance limit on a normal Leap which is tied to land speed, but no such limit is mentioned in the Leap action description. This is probably because Leap has its own inherent limits which are smaller than your land speed (if you have no bonuses to Leap distance) and so they didn't see a need to spell it out in the action description. As Trip notes, the Long Jump action does have such a limit, but only on a success, whereas a failure has you perform a normal Leap, which does not have the limit, which can result in the strange interaction of a failure potentially allowing you to Leap further if you have enough Leap bonuses. However, and I may be mistaken here, I think this problem still exists even without the land speed cap. The Long Jump success result says you Leap a distance UP TO your check result, rounded down to the nearest 5. "Up to" is also a cap, by my reading. If you are a PC with a land speed of 30, your normal Leap distance is 15 feet, and DC for a Long Jump is 15, so this works out neatly such that success will always take you at least as far as the maximum distance of a normal Leap, and maybe further if you rolled well. Makes sense. If, however, you have, say, the Greater Spry Sinews mentioned near the start of this thread, your normal Leap distance could be 25 feet, thus creating a range where a success on a Long Jump check can take you less distance than a failure.

To the original question of the thread, both High Jump and Long Jump say you Leap on a success, and then impose their own seperate modifications to that, so I would say Leap bonuses do apply to them, but it's unclear if they modify the caps in those actions. Of we have Greater Spry Sinews, which i creases our vertical Leap distance by 6 (from a base of 3) to a final result of 9, what does that mean for High Jump, which states you Leap up to 8 feet vertically on a crit success? Is our normal Leap now just better than High Jump, or should we apply that +6 feet distance to the High Jump success/crit success results?

It seems like none of these actions were really written to consider what happens if your normal Leap is enhanced by bonuses, nor are many of the Leap-enhancing items or feats written to consider how they interact with Long/High Jump.

Taking a guess at what Paizo may have intended here and trying to make everything work together:
1. Other parts of the system seem to assume Leap has an implicit cap of no further than your land speed in addition to its normal limits, and those parts of the system cooperate more neatly if you also assume this, so I would add that in.
2. Long/High Jump both say you Leap, so I would add Leap bonuses to them, and extend most limits mentioned in those actions (like the distance limits in High Jump success/crit success and the "up to your check result" limit in Long Jump) by the amount of those bonuses, to avoid creating scenarios where a failure is better than a success.
3. However, the land speed distance cap in the Long Jump success result, as well as the implicit one added to Leap in point 1, should be unmodified by these bonuses, to make the Cloud Jump feat sensible. Because this limit applies to both Leap and Long Jump this still avoids scenarios where failure is better than success- at worst they could be equal, which is fine. This still leaves High Jump without a land speed distance cap (unless modified by the Cloud Jump feat as noted above), however High Jump distances are naturally short enough that I don't think it matters. If necessary you can assume this cap is implicit to High Jump as well- actually since we've decided that High Jump uses the Leap action it probably should already have it from that anyway.

I THINK if you run things this way everything shakes out properly, but I could be wrong.


Actually there still may be some weird interactions with these proposed rules. Namely, some of the things that boost Leap distance also lower the DC for Long Jump, like Crane Stance, which boosts Leap distance by 5 and lowers Long Jump DC by 5. This means your normal Leap distance (assuming a 30 foot land speed) is 20 but you can succeed on a Long Jump check which lets you Leap a distance "up to your check result" with a 10. Even if you apply the Leap bonus to that cap as I suggested above, you could have a scenario where a success lets you Leap 15 feet and and a failure lets you Leap 20 feet. RAW this is even worse as a success could let you Leap a mere 10 feet. Perhaps we should simply amend this to say a success's cap should be no lower than your normal Leap distance. But we're moving well beyond the bounds of RAW by this point.

Really feels like a case where they found a very neat way for long jump to work (distance is based on check result for a success, which starts at 15, which is also the default Leap maximum) and didn't account for the fact that this breaks completely as soon as you modify either Leap distance or Long Jump DCs.


The Crane stance bonus made sense when Long Jump was still different, where you decided ahead of time how far you wanted to jump and set the DC to that distance. Since the remaster, it should say something like "Boost Leap distance by 5, or by 10 if used as part of a successful Long Jump" instead to have the same effect. Alas, it was overlooked.


Ravingdork wrote:
[blast boots still capped]

They are only capped if you Succeed the check. If you Fail, there's no way to rules lawyer a limit to that Leap. Yall really, really gotta look at that and sit with that outcome.

It's the same for every other jump booster, but not as blatant. If you let the [BASE] action text override feats and effects intended to modify that base, you break the pf2 concept of specific overriding general altogether.

Blast Boots are abnormal in that due to thematics, they primarily boost Long Jump specifically, with bonus lingering benefits to Leap for the higher rank versions.

It makes them a very good example, as the gadget's writer 100%-no-ambiguity understood "increase the horizontal distance" boosts to both Leap and Long Jump to override that default "up to your speed" text of Long Jump.


Dunwright wrote:

Thank you for joining the discussion and thinking through the topic.

Dunwright wrote:
3. However, the land speed distance cap in the Long Jump success result, as well as the implicit one added to Leap in point 1, should be unmodified by these bonuses, to make the Cloud Jump feat sensible.

I take the opposite position for the very same reason.

If you are a PC invested into jumping, and have +15 total Leap boosters, you need the [only base action capped] version for Cloud Jump to be at all sensible.

Cloud Jump is a L15 feat with a prereq of Legendary Alth. That is +23 with just proficiency, before STR and other bonuses to the roll. 5 stat and +2 item is already a +30.

If you take L.Jump's Success to be a future proofed cap, what does Cloud Jump offer? You already hit the speed cap so easily, that 3x mult on the check result is irrelevant. How does that version of Cloud Jump measure up to other Legendary skill feats?

Don't forget, in that version, your Leap boosts only have the function of helping you reach the cap, putting them in ~competition with C.Jump.
+15 Leap boosts, with a +30 to the Athl check, means that rolling a 2 will Long Jump up to a 45 speed. Which will already hit the cap, without Cloud Jump.

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Alternatively, if Long & Cloud Jump's text is to cap only that [base] jump, and boosts still work, you fix this in both directions.
The 3x mult no longer competes with other jump boosts, and is genuinely helpful to reach that speed cap.

And the investment of your boosts is still respected, adding that extra +15 after you calc that jump distance.

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Pf2 really is constructed with the notion that you resolve and total the base action first, and all modifying text is appended to be read and executed AFTER that.
(and sometimes this is REALLY mandatory to be able to play. Text can have a lot of retro-causality changing of what's already happened, like Shield Block. Trying to inject those abilities/effects in the middle of their relevant action can and will cause breakage, like with Long Jump)

I'll repeat that we already do this "modifiers come after" correctly for everything else that has an odd self-cap. You total the spell, etc,'s capped damage first, then add boosts like Sorcerous Potency AFTER that.

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When reading text, even the placement of a sentence can genuinely change its meaning via that nasty issue of context. If Long Jump was intended to have its final distance capped to one's speed, it firstly would require language that calls out jump boosts, but it would also need to put that text in a different spot, outside just the Success text. That is so obvious I'm baffled it's still being contested.

I really don't know how to better frame the issue of Fail going further than Success with a single boost effect to give that crimson "somethings wrong" flag more impact, lol.

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And it's really bizarre that folks seem allergic to the idea of a jump invested PC actually, ya know, having a reason to jump around?

Yes, that PC that spent 1,300 gold to have a shady surgeon graft their body with foreign parts can Long Jump 10ft further than their peer who runs at the same speed.

Stars below guys, how is that considered to be a bad outcome?
Every jumping action is still capped to be at most [speed] + [jump boosters].

Jumping is fully committal, while Stride is square by square. That alone scares many people away from doing it. But the issue of needing a straight line is even more of an issue in real play, imo. You cannot jump through/around obstructions. At best, you can use the >Stride distance + Wall Jump to still get there in 2 jumps, but that's banking on a small margin to only break even with 2x Stride.

It's just alien to me that folks seem to think that Long Jumping more than one's land speed is some balance breaking idea, and I'd wonder how many also happen to be fine with TMI + Tailwind wands.


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>You total the spell, etc,'s capped damage first

This is what I mean by your "examples" being false equivalences. What is this spell you're referring to that caps its damage? Is this spell a subordinate action being capped by the activity it is a part of? If so, name the activity capping the spell's damage. Or are you referring to simply rolling a spell's damage before adding external bonuses? If so, there are no "caps" involved except the maximum result on the dice. These are not the same

>even the placement of a sentence can genuinely change its meaning via that nasty issue of context.

Context can change a sentence's meaning, but that is not the case here. It is a simple sentence with no referential text. It doesn't say "the result of your check before bonuses is limited to your speed" or anything else you'd like us to believe. It limits how far you can jump on a success, and that's it

Any cases of being able to exploit bonuses to get a longer jump out of a Long Jump failure are arguments for Leap's text, Long Jump's failure text, or the text of other items and effects to be tightened up in errata. But there is NO ambiguity in Long Jump's current success text


Baarogue wrote:

You are not understanding what I mean by executing, and fully resolving, the base action first.

That Success line DOES CAP the distance of Long Jump.

The disconnect btwn us is that you are keeping Long Jump's function "open and active" instead of letting it end, become fully inactive, before you start reading the modifier text.
That base L.Jump = cap distance is finished right then, same as with any other number formula. It doesn't stay active to later override other text. That function/mechanic to disable outside text is an entirely different thing in pf2, and always requires a specific callout of such behavior.

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You are the one not applying pf2's rules evenly here.

Energy Mutagen wrote:
... This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save.

This text instructs that the breath does a maximum of 8d6. That is unambiguously a cap. That energy breath effect cannot deal more damage than 8d6.

[8d6] is just as much of a number as [= your speed]

I like this example because the construction is the exact same. A number is set to equal an uncapped formula, and then the very next text puts a cap on it.

When applying your L.Jump logic evenly, that 8d6 cap becomes a "final cap" that prevents all other effects and modifiers from happening.
Even something as core as Weakness damage would no longer happen, because [8d6 + X] > [8d6].
And that "final cap" logic certainly would prevent Burn It!'s bonus damage from applying; that energy breath cannot deal more than 8d6.

I'm not much of a spellcaster, but I'll poke around AoN more later. Though I can say all cases of spell text dealing flat "the spell does X damage" would then also mutate into "final caps values" that overrule damage bonuses. The spells says it deals X damage, then it must deal exactly X damage. No bonuses allowed.

This is what I mean by saying that method of operation is fundamentally not applying the logic of pf2 correctly.
One has to allow numbers to be just numbers, and not interpret such text as special rules instructions that go so far as to override text of outside abilities.

It might be more useful to find that half-remembered martial example that does call out and shut off precision boosts like Sneak Attack.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm starting to come around to Trip.H's viewpoint.


Trip.H wrote:
If you take L.Jump's Success to be a future proofed cap, what does Cloud Jump offer? You already hit the speed cap so easily, that 3x mult on the check result is irrelevant. How does that version of Cloud Jump measure up to other Legendary skill feats?

The 3x is not irrelevant, maybe you're misunderstanding the feat? Let's say you have 50 Speed and a +15 Leap distance. Without the 3x, when spending 3 actions on your Long Jump, you'd need to roll a 135 on your check to jump the full 150 feet, obviously impossible. The 3x is making it so that the 3-action triple distance jump is as easy/hard as a normal Long Jump would be. And yes, it also trivializes the normal Long Jump if bonuses haven't yet done so.

With regards to Blast Boots, I think it's fair to say that the writer here did not consider the values they wrote to be capped, looking at the cartoonish amount of added distance for the higher levels. So, that leaves us with one writer who mistakenly thought basic Leap was capped (Malleable Movement), and another who mistakenly thought Long Jump was uncapped. By the way, Blast Boots as written are already even more powerful than one might first think, because they don't take the initial Stride away – they merely remove the need (but not the ability) to take it. It's not a particularly well polished item rules wise.

Your Energy Mutagen case is at least worth a thought, but ultimately it doesn't move me because
1. The formulation there is directly in the self-contained context of determining numbers of d6s from time, as opposed to the jump limit that is put explicitly on top of/after an already finished determination of distance, in a separate sentence.
2. 10d6 is not a value, it's a distribution. It's unclear what something like "the final damage after bonuses can't exceed 10d6" would even mean, other than at minimum it would exclude values larger than 60.
3. There isn't really a sensible designer motivation for why this 'final cap' would be meant to exist in this particular context (and nowhere else w.r.t. damage), whereas for jumping, there is (both for gameplay and fiction).

So, I still think that
RAW: Leap uncapped, successful Long Jump capped at Speed
RAI by whoever wrote Leap/Long Jump: Both capped at Speed


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

So...how far can this character jump?

I've tried figuring it out, but I keep getting turned around and lost.


Theres a few places in the rules were it vaguely points to the maximum distance a character can move in a single action being their speed while referring to actions other than stride. To the point where the text in long jump might aswell be reminder text.

Being part of the "While some special rules may also state the normal rules to provide context, you should always default to the general rules presented in this chapter, even if effects don't specifically say to."

Ravingdork wrote:

So...how far can this character jump?

I've tried figuring it out, but I keep getting turned around and lost

That looks like it comes down to a 45ft distance on a regular leap, which is equal to the characters speed either way. Unless theres any additional speed increases or changes to the limit I would assume this is the furthest they can leap on a long jump to.

A few of these feats havent been reprinted since the errata rewrote alot of these jumping feats as a clarification for interaction but I assume they to would get the "reduce long jump DC, add bonuses to distance to the result" treatment like many others did.


NorrKnekten wrote:
Theres a few places in the rules were it vaguely points to the maximum distance a character can move in a single action being their speed while referring to actions other than stride. To the point where the text in long jump might aswell be reminder text.

This is exactly the kind of "yes, but also no" statement that makes this interaction so difficult to explain.

It is absolutely correct to say that L.Jump's distance is capped to your speed.

The catch is that all text mentioning this fact is specifically talking about [BASE] L.Jump. Before L.Jump is changed by other feats/items/etc. The way pf2 requires that textual references that mention named actions, etc, are pointing "specifically to the base version" is increasingly a common point of misunderstanding that generates rules discussions.

This same detail of "specificity to that base version" is how I ended up being 1 of maybe 3 people online to correctly insist that Sticky Bomb did not benefit from splash-boosting special throws.

When you encounter such a jump booster with text like "increase the distance of your Long Jump," it is also talking about, and specifically overriding that [base] version of L.Jump.
In order to apply those boosts, you first need to calculate what that base L.Jump is, which is when you apply and finalize the speed-capped distance. Before you even begin the modifier feat/item/etc text.

For Sticky Bomb, this means you finalize and add the bonus persistent damage *before* the special throws enter into the consideration.

compressed example jump boosters:

______________________

blast boots wrote:
These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump.
greater BBoots entry wrote:
When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further.

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winglets wrote:
When Leaping horizontally, you move an additional 5 feet. This additional distance isn't cumulative with the increased Leap distance from the Powerful Leap feat. In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet farther than you normally would based on the result of your Athletics check, though you still can't jump farther than your Speed.
powerful leap wrote:
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.

Winglets is another great example, because it does have the text required to block jump stacking with Powerful Leap AND has the text to not override the speed cap.

Because, again, without such text, an effect like blast boots that increases the normal jump distance must do exactly that. You first determine what that normal jump distance is, which is when you lock in that speed-capped value. Then you apply that jump boost, after the speed capped value is finalized.

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black powder boost wrote:

You fire your weapon as you jump, using the kickback to go farther. You Leap and discharge your firearm to add a +10-foot status bonus to the distance traveled. If you spend 2 actions for Black Powder Boost, you High Jump or Long Jump instead.

Special An ability that allows you to High Jump or Long Jump as a single action (like the Quick Jump skill feat) lets you use Black Powder Boost as a single action for those jumps as well.

Black Powder Boost is an interesting supplemental example, as it uses abnormal wording("to the distance traveled" instead of talking about the jump)

& it labels the boost as a status bonus to help the reader grok that it def does allow one to jump further than L.Jumps = speed cap.

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spry sinews wrote:
The tendons in your legs are uncommonly stretchy. When you Leap, increase the distance traveled by the listed amount.

Another one that uses "distance traveled"


We know from Errata that these jumping feats do not override said limit unless otherwise stated, Case and point being the very old example and discussion surrounding Cloud Jump itself before its errata, This was before it spelled out that it retained the limit of Long Jump.

CRB 1st print Errata wrote:
As an example, supposing you had a Speed of 40 feet and 25 on your Athletics check, Cloud Jump triples the 25 feet to 75 feet, but the limit of 40 feet still applies so you would jump 40 feet.

Couple all the other instances which applies this distance limit to Leap itself and you got a rather appealing argument for RAI even if the raw of being capped to your speed when leaping is ambigious.

Which again, That some rule elements clearly state that they do not allow you to bypass the limit does not mean that the ones who does not mention it does not also have said limit

Quote:
"While some special rules may also state the normal rules to provide context, you should always default to the general rules presented in this chapter, even if effects don't specifically say to."

though just as in previous threads on this topic, we need clarifications to get a concencus since alot of the rules seems like they are just downright missing.

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