09-20-2020, 09:36 PM | #11 | |
Join Date: Aug 2007
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Re: Simplified Jumping?
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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 |
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09-20-2020, 09:50 PM | #12 | |
Join Date: Aug 2007
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Re: Simplified Jumping?
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Fred Brackin |
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09-20-2020, 10:01 PM | #13 |
Join Date: Sep 2006
Location: Luxembourg
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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 |
Join Date: Feb 2016
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Re: Simplified Jumping?
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.
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09-21-2020, 12:15 AM | #15 | ||
Join Date: Jul 2009
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Re: Simplified Jumping?
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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. 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. |
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09-21-2020, 12:20 AM | #16 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Simplified Jumping?
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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. |
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09-21-2020, 04:19 AM | #17 |
Join Date: Apr 2013
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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.
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09-21-2020, 12:49 PM | #18 |
Join Date: Aug 2018
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Re: Simplified Jumping?
I want to know ways we could tie the functionality of kicking ST to move/jump better
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09-21-2020, 01:59 PM | #19 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Simplified Jumping?
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In cinematic or DF games, I'm much less interested in verisimilitude on this front than dead-simple rules of thumb. |
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09-21-2020, 04:36 PM | #20 |
Join Date: Jun 2010
Location: Dreamland
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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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