Heroes Can't Jump
How do folks handle vertical jumping in TFT?
The rules are oddly silent on this, though TBH, it really doesn't seem to come up much in play so perhaps it isn't very odd after all. |
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Maybe the default increment should be a half-hex UP and a full hex DOWN for 2 MA? Then ACROBATICS might double that baseline? Curious if others have tried to address in their house-rules. |
Re: Heroes Can't Jump
A vertical jump is simply twice a horizontal jump as per ITL 104.
So (while not engaged) jumping up two feet costs 3 MA and is automatic. Jumping up 4 feet is 4 MA and requires the five dice throw, and 6 feet is 8 dice and so on. Acrobatics of course helps here. |
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Jumping over X hex(es) and landing in the next one is: 1-Hex jump horizontal is 3 MA and automatic save 2-Hex jump horizontal is 4 MA and 5vs(ST+DX) 3-Hex jump horizontal is 4 MA and 8vs(ST+DX) assumption with so on 4-Hex jump is 4 MA and 11vs(ST+DX) This is a little bit of a change up from the old Advanced Melee book, p.5. |
Re: Heroes Can't Jump
I’ve read that the average NBA vertical leap is 28 inches, which is a bit over a half-hex.
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For example, a one second duration maximum length jump is 5 m/s up and 5 m/s along the length and hence covers 5 m in that second. In the half second to reach maximum height you travel d = 0.5 * a * t^2 = .5 * 10 * (0.5)^2 = 1.25 meters in height (or a fourth the length as expected). |
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