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09-20-2020, 09:36 PM   #11
Fred Brackin

Join Date: Aug 2007
Re: Simplified Jumping?

Quote:
 Originally Posted by Ejidoth Ant I want to know how deep a pit someone with Super Jump 5 can jump out of, .
You haven't addressed one of my initial points and that is if you're rounding down High Jump for persons of less than Move 6 is 0. If they have Super Jump 5 then 32 x 0 is still 0.

Unless you use a unit other than yards or at least do your calcs in fractional yards without rounding Super Jump is going to either cause you all kinds of headaches or cheat the person who bought it.
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Fred Brackin

09-20-2020, 09:50 PM   #12
Fred Brackin

Join Date: Aug 2007
Re: Simplified Jumping?

Quote:
 Originally Posted by AlexanderHowl , their base jump is 50" vertical and 17' horizontal (up to 100" vertical and 34' horizontal with a running start), so that is a bit more than a normal person. Heck, it is not even that expensive, it is just DX 14, HT 14, and Basic Move 10 (135 CP), which is not bad for an Olympic level athlete.
It's not just a bit more than a normal person it's breaking the World/Olympic records by almost 5 feet.
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Fred Brackin

 09-20-2020, 10:01 PM #13 Celjabba   Join Date: Sep 2006 Location: Luxembourg Re: Simplified Jumping? DFRPG have simplified rule : Maximum distance in yards is the longer of Basic Move/2 or Jumping/4. Double that with room for a running start; halve it in combat. Nothing for high jump except a DX roll, but someone suggested (I added a note to the pdf) : High Jump in feet = Move/3 or Jumping/6 (round up) Using the basic rules, I don't try to do the math and I make a table for each character with the answers in cm for usual encumbrance values, and have a calculator macro/smartphone app/excel sheet on hand for the rare other cases. I can do the math but for me making sense of inches/foot/yards requires mental gymnastic on top of the calculation, so a lookup table is much faster. Last edited by Celjabba; 09-21-2020 at 04:34 AM.
09-20-2020, 10:55 PM   #14
AlexanderHowl

Join Date: Feb 2016
Re: Simplified Jumping?

Quote:
 Originally Posted by Fred Brackin It's not just a bit more than a normal person it's breaking the World/Olympic records by almost 5 feet.
As I said, it does not cost much to be an Olympic athlete in jumping. You can also do it for 32 CP with DX 10 and Jumping-20, you are just not doing much else with that build.

09-21-2020, 12:15 AM   #15
Ejidoth

Join Date: Jul 2009
Re: Simplified Jumping?

Quote:
 Originally Posted by Fred Brackin You haven't addressed one of my initial points and that is if you're rounding down High Jump for persons of less than Move 6 is 0. If they have Super Jump 5 then 32 x 0 is still 0. Unless you use a unit other than yards or at least do your calcs in fractional yards without rounding Super Jump is going to either cause you all kinds of headaches or cheat the person who bought it.
Oh, it was back in my second post. I didn't realize that was what you were concerned about.

Quote:
 Super Jump and other modifiers alter your effective Move before division and rounding for these calculations.
Super Jump 1 means Move instead of Move/2, Super Jump 2 means Move*2 instead of Move/2, etc.
That does make it clear that I probably should stick to feet rather than yards for high jump, though, yeah, because Move/2 feet, Move feet, Move*2 feet, etc. is a much nicer progression than Move/6 yards, 2*Move/6 yards, 4*Move/6 yards, etc.

Quote:
 Originally Posted by Celjabba DFRPG have simplified rule : Maximum distance in yards is the higher of Basic Move/2 or Jumping/4. Double that with room for a running start; halve it in combat.
Awesome, that works out to the same as I was suggesting for broad jumps, so clearly it's not a terrible idea.

Last edited by Ejidoth; 09-21-2020 at 12:18 AM.

09-21-2020, 12:20 AM   #16
Rupert

Join Date: Aug 2004
Location: Wellington, NZ
Re: Simplified Jumping?

Quote:
 Originally Posted by Ejidoth I'm surprised that nobody else finds the jump calculations awkward to use as written. My proposal probably isn't great, it's just the first thing I thought of.
I do, a bit, but it seldom comes up in my games.

I'd change your rule for vertical jumps to Move/2, in feet. That's the same amount as your suggestion, but rounded somewhat more finely. As heights are more commonly measured in feet than yards this is also more convenient (and avoids the average person having no high jump at all).

I will say that if it started coming up a lot, I'd pre-calculate all the PC's distances (I'd ask my players to do it for their characters, but then it'd never get done). Also, if someone took lots of Jumping skill or Super Jump I'd assume they were intending to use the rules a lot and would ask for pre-calculations.
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Rupert Boleyn

"A pessimist is an optimist with a sense of history."

Last edited by Rupert; 09-21-2020 at 12:24 AM.

 09-21-2020, 04:19 AM #17 Balor Patch   Join Date: Apr 2013 Re: Simplified Jumping? In DFRPG Exploits p.20 it's the greater of Basic Move/2 or Jumping/4 across, and just wing it for vertical distance.
 09-21-2020, 12:49 PM #18 Plane   Join Date: Aug 2018 Re: Simplified Jumping? I want to know ways we could tie the functionality of kicking ST to move/jump better
09-21-2020, 01:59 PM   #19
Dalin

Join Date: Dec 2009
Location: Saint Paul, MN
Re: Simplified Jumping?

Quote:
 Originally Posted by Ejidoth I'm surprised that nobody else finds the jump calculations awkward to use as written.
I find this sort of thing annoying in play, too. My group uses GCS which doesn't automatically calculate jump. This means people need to manually put the values in a Notes field. It's not hard to do, but most people forget to do it. Or by the time they need the figures, they've changed their base move or something so they have to recalculate it anyway.

In cinematic or DF games, I'm much less interested in verisimilitude on this front than dead-simple rules of thumb.

09-21-2020, 04:36 PM   #20
kirbwarrior

Join Date: Jun 2010
Location: Dreamland
Re: Simplified Jumping?

For dealing with encumbrance penalties, I just apply the fraction to jump distances instead of move for determining jump more easily in the middle of combat or other high speed situation. It's not perfect, but it's as easy as applying it to move and I don't see the results being that bad.

(It's also been awhile, the character sheet on r20 now takes into account of changes fairly easily and can figure out new jump with literally a single button press.)

I like the DF approach, it seems perfect for a game more focused on combat like it is.
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Quote:
 Originally Posted by cosmicfish While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.

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