You can jump HOW far? OK, Prove it!

by Kevin Thompson
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Jumping (Dragon #93) - - - Jumping (WSG)
Advanced Dungeons & Dragons - Dragon #45 - Dragon magazine

Frequently, a character may find it necessary to leap over an
obstacle in order to beat a hasty retreat, grab some loot or simply show
off. This can now be achieved by simply rolling for a saving throw, or, in
more complex cases, a series of saving throws.

There are three basic types of leaps; upward, downward and
across. All characters begin with a basic 100% chance of making a
successful leap. This 100% is now adjusted in accordance with the type
of leap to be made, as follows:
 
When leaping across: -5% for every foot of horizontal distance to leap; 
- +5% for every 5 feet of a running start (maximum of 20 feet); 
- -10% when leaping from an area of rough or loose terrain
- (Failure results in not reaching sufficient distance.)
When jumping upwards:  -10% for every foot of vertical distance to be jumped; 
- -10% if jumping from an area of rough or loose terrain. 
- (Failure results in not reaching sufficient height.)
When jumping downwards:  -5% for every 2 feet descended
- +10% when landing on soft or sandy terrain
- -15% when landing on rough terrain 
- (Failure results in injury of 1d6 for every 10 feet dropped; maximum of 20d6, just as if it had been an accidental fall.)
Additional factors +10% for every STR point over 12.
- -10% for every STR point under 9.
- +5% for every DEX point over 12.
- -5% for every DEX point under 9.
- +10% for elves
- -10% for halflings
- -5% for dwarves, gnomes
- 10% for Magic Users, Illusionists
- +20% for Thieves, Assassins, and Monk
- +1% for every pound of encumbrance under 35 lbs. 
- -1% for every pound of encumbrance over 60 lbs. 
- -10% when carrying something in 1 hand, or when 1 hand is missing
- -20% when carrying something in both hands, or when both hands are missing. 
- -10% when leaping across and upward at 
an angle of 25 degrees or greater (as 
when leaping over a wall of thorns). 
- +10% when leaping across and downwards 
at an angle of 25 degrees or greater (as when leaping across a chasm to a 
landing point that is lower than the 
starting point). 

For example, Raz Jexanna, a fighting man, attempts to leap
across a 15’ crevass. He has Str. 16 (+40%), Dex. 10 (no adjustment),
Encumbrance 70 lbs. (-10%), leaping a 15’ chasm (-75%)
taking a 10’ running start (+10%). He therefore has a 65% chance
of success.

Now, for something a little more complex, Rolak the human thief
must jump over a 10’ wide chasm and the 10’ high wall of swords on
the other side to land in the sand 40’ below. This leap must be handled
in three separate saving throws: across, up and down. The factors that
remain the same in all three sections are his Dex. 17 (+25%), thief
(+20%) and his encumbrance of 5 pounds (+30%). In leaping across
the chasm, he adds in the distance of 10’ (-50%) and the fact that he is
leaping both across and upwards at an angle greater than 25 degrees
(-10%). He therefore has a 115% chance of leaping the 10’ chasm,
which is automatically successful. Next, he must clear the wall of
swords 10’ high (- 100%) and is still considered moving across and
upwards (-10%), and so has a 65% chance of success. If he misses
his saving throw, he will hit the wall of swords. If he makes it, he goes
on to the landing. He has a 40’ drop (-100%) onto a sandy surface
(+10%), and has an 85% chance of landing safely. If he fails, he
takes 4d6 of damage.

I believe these percentages to be very reasonable. Under the best
conditions, an elven thief with Str. 18 and Dex. 18 will be able to
jump 5½’ in the air 100% of the time, and 10½’, almost twice his
height, 50% of the time!