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(Thief-Acrobat) |
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JUMPING FOR NON-ACROBATS
Characters of all classes have a limited ability to jump across
Unlike acrobats, however, other characters cannot attempt to
Use the following table and jumping modifiers to determine the
Table 4: Broad Jumping
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JUMPING (WSG)
Although thief-acrobats && barbarians
are particularly skilled
A high jump will cover half as much distance horizontally as the
Table 22: CHARACTER'S JUMPING ABILITY
The die-roll ranges on this table represent the distance or
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Jumping Modifiers
The following factors reduce the distance that a character can
Encumbrance: Unencumbered <None?> characters && characters
Race: Humans, elves, and half-orcs
suffer no racial penalty on
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Modifiers to Jumping Ability
The modifiers given above are cumulative, but in no case can a
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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>