Jumping


-
-
-
-
-
Movement
-
Jumping
(Thief-Acrobat)
-
WSG

 
JUMPING FOR NON-ACROBATS



Underground obstacles such as chasms and pits are also frequently
encountered by subterranean explorers. Occasionally, a
repugnant monster such as a black pudding can be avoided if a
character simply jumps over it.

Characters of all classes have a limited ability to jump across
obstacles that get in the way. The procedure for all characters is
the same as that given for acrobats on page 24 of UA;
to wit, a running broad jump requires a 20-foot head
start, and all jumps require only one segment of time.

Unlike acrobats, however, other characters cannot attempt to
jump backward or leap in an extended position.

Use the following table and jumping modifiers to determine the
distance a character can jump.

Table 4: Broad Jumping
Level of Jumping Character Standing Broad Jump Running Broad Jump
1-6 1d4 + 1 ft 1d4 + 5 ft
7-9 1d4 + 2 ft 1d4 + 6 ft
10-12 1d6 + 2 ft 1d6 + 5 ft
13-15 1d6 + 3 ft 1d6 + 6 ft
16-18 1d6 + 4 ft 1d6 + 9 ft
19-22 1d6 + 5 ft 1d6 + 12 ft
23+ 1d6 + 6 ft 1d6 + 15 ft

JUMPING (WSG)

    Although thief-acrobats && barbarians are particularly skilled
in jumping, any character is capable of making a broad jump or a
high jump to get across or over something in his path. On the average,
a character can cover four more feet of distance with a
running broad jump than he can with a standing broad jump;
however, a running broad jump requires the character to make a
20-foot run in a straight _line_ toward the obstacle immed. before
leaping. If this space does not exist or there is no time to back
up and START the run, then a standing broad jump is the best he
can do.

A high jump will cover half as much distance horizontally as the
height of the jump. If the target is a flat surface higher than the
character’s current elevation, he can (if he succeeds in the leap)
jump up to the surface and roll to absorb the impact of the jump. If
the obstacle is a thin barrier and the surface on the other side is at
the same elevation, the jumper must make a successful high
jump and then a DEX Check. Failure on the check indicates
that he has landed in a heap, possibly causing damage (ld3 for a
jump of five feet or higher), and will need the next round to stand
UP.

Table 22: CHARACTER'S JUMPING ABILITY
 
Level of Character Standing 
Broad Jump
Running 
Broad Jump
High Jump
1-6 d4 + 1 d4 + 5 d3
7-9 d4 + 2 d4 + 6 d4
10-12 d6 + 2 d6 + 5 d3 + 1
13-15 d6 + 3 d6 + 6 d4 + 1
16-18 d6 + 4 d6 + 9 d5
19-22 d6 + 5 d6 + 12 d5 + 1
23+ d6 + 6 d6 + 15 d6 + 1

The die-roll ranges on this table represent the distance or
height, in feet, that a jumping character can clear depending on
his level. The die is rolled for each jump attempt. For instance, a
4th-level character can make a 3-foot high jump if a roll of ld3 results
in a 3. But if he attempts the same jump later and the die result
is 1 or 2, he has failed to clear the height. Note the list of
modifiers on the next page, which are applied to the die-roll result
whenever the given conditions apply.

-


Jumping Modifiers

The following factors reduce the distance that a character can
jump. In no case can modifiers shorten a jump to less than two<2>
feet.

Encumbrance: Unencumbered <None?> characters && characters
carrying normal gear <Light?> have no penalties to their jumping abilities.
Characters carrying heavy gear subtract one foot from the distance
of their jumps; characters with very heavy gear subtract
two<2> feet from their jumping distance, and encumbered <Severe?> characters
subtract four feet.

Race: Humans, elves, and half-orcs suffer no racial penalty on
a jump. Halflings must subtract one foot from their total distance,
and dwarves and gnomes must subtract two feet.

Modifiers to Jumping Ability
Moderately encumbered -1 foot
Heavily encumbered -2 feet (cannot high jump)
Severely encumbered Cannot jump at all
Hobbit -1 foot on broad jumps only
Gnome or dwarf -2 feet on broad jumps, -1 foot on high jump

The modifiers given above are cumulative, but in no case can a
broad jump be reduced to less than 2 feet or a high jump reduced
to less than 1 foot for a character who is otherwise able to make
the jump.


 


SUMMARY

* On the average, a character can cover four more feet of distance with a running broad jump than he can with a standing broad jump;
however, a running broad jump requires the character to make a 20-foot run in a straight line toward the obstacle immediately before leaping.

* Failure on the check indicates that he has landed in a heap, possibly causing damage (1d3 for a jump of five feet or higher), and will need the next round to stand up.

* For instance, a 4th-level character can make a 3-foot high jump if a roll of 1d3 results in a 3.
But if he attempts the same jump later and the die result is 1 or 2, he has failed to clear the height.

* The modifiers given above are cumulative, but in no case can a broad jump be reduced to less than 2 feet or a high jump reduced to less than 1 foot for a character who is otherwise able to make the jump.
 

<UA note: averages are 4', 8', 2'>
<perhaps, for every 5 levels, add 1' to these numbers>
<rearrange to 8', 4', 2'>
<use standard rounding>
<8' = 2 squares, 4' = 1 square, 2' = 0 square(cube)>
<L5: 9' = 2 squares, 5' = 1 square, 3' = 1 square(cube)>
<L10: 10' = 2 squares, 6' = 1 square, 4' = 1 square(cube)>
<L15: 11' = 2 squares, 7' = 1 square, 5' = 1 square(cube)>
<L20: 12' = 2 squares, 8' = 2 squares, 6' = 1 square(cube)>
<a jump costs 1 square of MOVE, in theory>