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With a box
2014-10-12, 11:39 PM
in this comic (http://www.giantitp.com/comics/oots0176.html), Belkar jumps more than his max movement in round, and he float in air until his next turn.
Is that possible to jump higher then movement speed?
and this is right in RAW?

P.S : it's the comic in the sidebar. Its name is Order of the Stick.

Extra Anchovies
2014-10-12, 11:48 PM
You can jump at any time during your move. If you move 55 feet as a double move and finish it with a jump check that would send you 15 feet forwards, you only move 5 feet that turn, remain in midair until your next action, and must spend the start of your next turn finishing the jump. It's weird mechanics but prevents people from jumping hundreds of feet in one round.

heavyfuel
2014-10-12, 11:48 PM
Yes and yes. If your jump makes you move more than your speed, you must immediately spend a Move action to finish the jump (and can then use the rest of your unspent movement as well). However, if you no longer have move actions for your turn, you must spend one at the very start of your next turn.

The comic is basically a joke of a common misinterpretation of how initiative works because of round post round combat: that turns take place one after the other, when in fact they're all happening in the same 6 second interval, with only slight differences in reaction time being the actual initiative

Astralia123
2014-10-13, 12:07 AM
It actually depends whether the DM wishes to see epic jumper in the game. You know, like monks who can perform an upward Z-movement between two walls and climb up hundreds feet in one round...

Andezzar
2014-10-13, 01:06 AM
It actually depends whether the DM wishes to see epic jumper in the game. You know, like monks who can perform an upward Z-movement between two walls and climb up hundreds feet in one round...It has noting to do with the DM#s wishes. A character only has two move actions. If he moves 5 ft less than his double move and then jumps more than 5 ft, he cannot finish the jump on his turn. He will finish it on his next turn, which is in the next round.

Necroticplague
2014-10-13, 02:08 AM
in this comic (http://www.giantitp.com/comics/oots0176.html), Belkar jumps more than his max movement in round, and he float in air until his next turn.
Is that possible to jump higher then movement speed?
and this is right in RAW?

Easily, if you have a good jump check. For example, thri-kreen have +30 jump checks, and 40 foot movement speed. So, thanks to their RHD, they, as long as the get a running start(assuming they max jump), they can easily jump equal to their speed on a 1, and exceed it on anything else.

And yes, if you jump too far, you need to use your next turn to finish it up.

Action
None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.

StreamOfTheSky
2014-10-13, 02:35 AM
in this comic (http://www.giantitp.com/comics/oots0176.html), Belkar jumps more than his max movement in round, and he float in air until his next turn.
Is that possible to jump higher then movement speed?
and this is right in RAW?

P.S : it's the comic in the sidebar. Its name is Order of the Stick.

It's certainly possible, there's tons of ways to buff jump checks (tumble synergy, ring of jumping, incarnum soul melds, etc...) and Leaping Dragon stance in ToB is a nice +10 ft increase, then there's Extreme Leap skill trick for another +10 ft once per encounter. While the +4 for every 10 ft speed above 30 you have is sizeable, it's actually counter-productive to the stated goal: every foot requires another +1 (long) jump to match, so 10 ft actual speed for +4 jump is a bad trade. It's actually much easier to jump farther than you can move by *reducing* your speed. Every 10 ft below 30 is a -6 to jump, so you end up with a 4 ft jump differential. Be a dwarf or small race and/or take the Slow flaw, and it becomes pretty easy to have such anemic land speed that your long jump can surpass it.

As for RAW...I suppose you'd either stay in mid-air till the jump completes like in the comic, or be limited by your speed in how far you can actually long jump since gravity gives you roughly the same time to fall back to earth no matter the horizontal velocity you're achieving. Latter is more physics-friendly, but it's not like D&D is in the first place.


It has noting to do with the DM#s wishes. A character only has two move actions. If he moves 5 ft less than his double move and then jumps more than 5 ft, he cannot finish the jump on his turn. He will finish it on his next turn, which is in the next round.

It has everything to do with the DM's wishes. Not every DM plays by strict RAW, and the game does not function properly if one plays by 100% literal RAW, so every DM houserules to some degree. Even on things as basic as "the stuff you can't do while dead even though the designers neglected to cover them."

I wouldn't care if someone ended up being able to jump farther than they could move. It'd be pretty cool, actually. Unless it if it involved any TO junk, infinite loops, etc..., of course.