Hey with the release of the satyr (which is amazing by the way) I was wondering whether a simple tab could be added in actions or movement tabs for max vert jumping distance, max length of jump, max reach, max held breath time.
As calculating vert reach is difficult enough as 1 1/2 times height plus jump of 3+str modifier+d8+3 extra foot for tiger totem spirit = can get a little heavy for newer players and cause arguments or misunderstandings especially when you throw in items like boots of springing and striding (3x jump dist) and say that in a long jump the distance you can clear an obstacle a quarter of the jumps distance which may be, with a str score of 20;
(3x (str score + d8 + 10 for tiger totem spirit))/4 = Which results in a jump that is 114 ft long that has 28 foot vert clearance + 1 1/2 height (lets say 9 foot) for jump and reach of 37 feet but unfortunately is limited to 45ft of movement max distance so now his vert jump can only be 11ft high unless sacrificing actions or bonus actions....
^The above was to show the sort of arguments that happen when two lovely people read the jump rules differently
So in closing..... any chance we will see a number for reach, jumps and held breath on character sheets in the future as all are based on calcs in phb and can make life easier for people setting athletic check dc's?
Hey with the release of the satyr (which is amazing by the way) I was wondering whether a simple tab could be added in actions or movement tabs for max vert jumping distance, max length of jump, max reach, max held breath time.
As calculating vert reach is difficult enough as 1 1/2 times height plus jump of 3+str modifier+d8+3 extra foot for tiger totem spirit = can get a little heavy for newer players and cause arguments or misunderstandings especially when you throw in items like boots of springing and striding (3x jump dist) and say that in a long jump the distance you can clear an obstacle a quarter of the jumps distance which may be, with a str score of 20;
(3x (str score + d8 + 10 for tiger totem spirit))/4 = Which results in a jump that is 114 ft long that has 28 foot vert clearance + 1 1/2 height (lets say 9 foot) for jump and reach of 37 feet but unfortunately is limited to 45ft of movement max distance so now his vert jump can only be 11ft high unless sacrificing actions or bonus actions....
^The above was to show the sort of arguments that happen when two lovely people read the jump rules differently
So in closing..... any chance we will see a number for reach, jumps and held breath on character sheets in the future as all are based on calcs in phb and can make life easier for people setting athletic check dc's?
Hello there Modbrat,
Have you seen this webpage? http://fexlabs.com/5ejump/ It does nearly all of the calculations you could need. We used it a bit in Tomb of Annihilation. Our DM seemed to think it was fine.
I'd be very interested to know how you did that as it's very neatly done. Really wish I had it for when I was still playing Kadas My Tabaxi Monk who also had a jump ring. I had been using the jump calculator mentioned earlier in the thread for him which made things run a lot smoother in session. The information will still be good to have and I can possible use it as a spring board for other custom actions.
I made a custom action directly on the character sheet. For the description I just copy/pasted from the PHB section. For the snippet, just copy and paste this:
Your Strength determines how far you can jump. Each foot you clear costs a foot of movement.
Long Jump. Running: {{abilityscore:str}} ft. Standing: {{(abilityscore:str/2)@rounddown}} ft.
High Jump. Running: {{3+modifier:str@min:0#unsigned}} ft. Standing: {{((3+modifier:str@min:0)/2)@rounddown#unsigned}} ft.
YOU CAN USE SNIPPET CODES IN CUSTOM ACTIONS???? Ugh. So much easier to test than waiting on homebrew to cache
How to
On your Actions tab, click the Manage Custom button.
In the sidebar under Add New Actions select General.
This will create a new Custom Action 1. Click on it
Sidebar should change to Custom Action 1. Click Edit
Change Activation Type to No Action
Change Name to Derived Stats
Copy the appropriate line(s)* from Running Long Jump, Standing Long Jump, Running High Jump, and Standing High Jump below and paste them into the Snippet field in the Derived Stats
Copy the Minutes hold breath and Rounds conscious lines from below and paste them into the Snippet field too
Copy the text from the Jumping section of the PHB and paste it into Description field in the Derived Stats
Copy the text from the Suffocating section of the PHB and paste it below the Jumping section of the Description field in the Derived Stats
Running Long Jump: {{abilityscore:str}} ft.
Running Long Jump Barbarian Totem Spirit Tiger (while raging): {{10+abilityscore:str}} ft.
Running Long Jump Fighter Champion Remarkable Athlete: {{abilityscore:str+modifier:str@min:0#unsigned}} ft.
Running Long Jump Monk Step of the Wind (1 ki point): {{2*abilityscore:str}} ft.
Running Long Jump Rogue Thief: {{abilityscore:str+modifier:dex@min:0#unsigned}} ft.
Running Long Jump Paladin Oath of Glory Chanel Divinity Peerless Athlete: {{10+abilityscore:str}} ft.
Standing Long Jump: {{(abilityscore:str/2)@rounddown}} ft.
Standing Long Jump Barbarian Totem Spirit Tiger (while raging): {{(10+(abilityscore:str/2))@rounddown}} ft.
Standing Long Jump Monk Step of the Wind (1 ki point): {{abilityscore:str}} ft.
Standing Long Jump Paladin Oath of Glory Chanel Divinity Peerless Athlete: {{(10+(abilityscore:str/2))@rounddown}} ft.
Running High Jump: {{3+modifier:str@min:0#unsigned}} ft.
Running High Jump Barbarian Totem Spirit Tiger (while raging): {{6+modifier:str@min:0#unsigned}} ft.
Running High Jump Monk Step of the Wind (1 ki point): {{2*(3+modifier:str@min:0)#unsigned}} ft.
Running High Jump Rogue Thief: {{3+modifier:str@min:0+modifier:dex@min:0#unsigned}} ft.
Running High Jump Paladin Oath of Glory Chanel Divinity Peerless Athlete: {{13+modifier:str@min:0#unsigned}} ft.
Standing High Jump: {{((3+modifier:str@min:0)/2)@rounddown#unsigned}} ft.
Standing High Jump Barbarian Totem Spirit Tiger (while raging): {{(3+((3+modifier:str@min:0)/2))@rounddown#unsigned}} ft.
Standing High Jump Monk Step of the Wind (1 ki point): {{(2*((3+modifier:str@min:0)/2))@rounddown#unsigned}} ft.
Standing High Jump Paladin Oath of Glory Chanel Divinity Peerless Athlete: {{(10+((3+modifier:str@min:0)/2))@rounddown#unsigned}} ft.
Minutes can hold breath: {{(2*(1+modifier:con))@min:1/2#unsigned}} minute(s)
Rounds conscious with no breath: {{modifier:con@min:1#unsigned}} round(s)
* I do NOT recommend adding all of these at the same time. Just copy the ones you need. Seriously, only copy the lines that apply to you. Tiger Totem Spirit Barbarians, Oath of Glory Paladins, and Monks, your stats are affected by Rage, Channel Divinity, or Ki points. You should copy the first line and the line that applies to you.
[EDIT] Better Minutes can hold breath snippet from Glazia (here). Props to them for letting me put it here
I made a custom action directly on the character sheet. For the description I just copy/pasted from the PHB section. For the snippet, just copy and paste this:
Your Strength determines how far you can jump. Each foot you clear costs a foot of movement.
Long Jump. Running: {{abilityscore:str}} ft. Standing: {{(abilityscore:str/2)@rounddown}} ft.
High Jump. Running: {{3+modifier:str@min:0#unsigned}} ft. Standing: {{((3+modifier:str@min:0)/2)@rounddown#unsigned}} ft.
Thank you I manage to modify it so it would work out Step of the Wind as well as the jump spell calculation. I put it on my dead tabxi as well as the monk in the west marches game I play in. We had a situation a few weeks back he claimed to be able to jump a silly height with step of the wind which he couldn't actually come close to clearing. Now he can easily look it up rather than relying of others.
Hi Mairondil, I whipped up a snippet calculation for suffocation that accounts for negative CON modifiers, and thought I'd share it here:
Can hold breath for {{((1+modifier:con)@min:0+((0-(modifier:con@max:0))@max:1/2))#unsigned}} minute(s) Can last {{modifier:con@min:1#unsigned}} round(s) without breath before going unconscious
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Hi Mairondil, I whipped up a snippet calculation for suffocation that accounts for negative CON modifiers, and thought I'd share it here:
Can hold breath for {{((1+modifier:con)@min:0+((0-(modifier:con@max:0))@max:1/2))#unsigned}} minute(s) Can last {{modifier:con@min:1#unsigned}} round(s) without breath before going unconscious
Oh wow! Unless I overlooked it somewhere else, fractions work in snippet codes?? Took me a minute to follow your maths. Brilliant. Zero minus negative:max half is the minimum. Can I use your code above to keep everything central?
Hi Mairondil, I whipped up a snippet calculation for suffocation that accounts for negative CON modifiers, and thought I'd share it here:
Can hold breath for {{((1+modifier:con)@min:0+((0-(modifier:con@max:0))@max:1/2))#unsigned}} minute(s) Can last {{modifier:con@min:1#unsigned}} round(s) without breath before going unconscious
Oh wow! Unless I overlooked it somewhere else, fractions work in snippet codes?? Took me a minute to follow your maths. Brilliant. Zero minus negative:max half is the minimum. Can I use your code above to keep everything central?
Absolutely! It took me a while just to see if the idea could even work with the snippet parser, but worth it :D
I was surprised about the fractions too. What my code is actually doing is adding together the usual... actually wait a moment...
Hi Mairondil, I whipped up a snippet calculation for suffocation that accounts for negative CON modifiers, and thought I'd share it here:
Can hold breath for {{((1+modifier:con)@min:0+((0-(modifier:con@max:0))@max:1/2))#unsigned}} minute(s) Can last {{modifier:con@min:1#unsigned}} round(s) without breath before going unconscious
Oh wow! Unless I overlooked it somewhere else, fractions work in snippet codes?? Took me a minute to follow your maths. Brilliant. Zero minus negative:max half is the minimum. Can I use your code above to keep everything central?
Absolutely! It took me a while just to see if the idea could even work with the snippet parser, but worth it :D
I was surprised about the fractions too. What my code is actually doing is adding together the usual... actually wait a moment...
Edit: Use this instead, it's shorter (just makes 1/2 the minimum)
Can hold breath for {{((1+modifier:con)@min:1/2)#unsigned}} minute(s)
Yeah, my original version is the one to use. I think what the snippet parser does in the second part is make the maximum of (0-(modifier:con@max:0) 1, then divide it by 2. So, not actually using a fraction for the minimum.
And that gave my 5.5 minutes with a CON of 18. Too much. Here's where I figured out @min only takes integers, not math, so the + in the snippet is simply adding 0.5 to 1+CON(minimum 0) So how did yours work?
Everything after "@min:0+" is added to 1+CON(minimum 0).
And then
((0-(modifier:con@max:0))@max:1/2))
So that's CON(maximum 0), negative that by subtracting from zero, the max of THAT is 1, divide all that by 2. So If CON is +4, in this snippet the max of that is 0, subtract that from 0 for 0. The max of that can be 1, but it's 0. Divide that by 2. Which is 0. So we add 0 to that 1+CON(minimum 0) earlier.
But if Glass Joe's CON is -3. That snippet goes: -3, max of that is 0, so -3. Subtract that from zero: 0- -3, or 0+3, for 3. That max can be 1, so 1 now. Divide that by 2, which is 0.5. Add that to that earlier 1+CON(minimum 0), which is 1+ -3, or 1-3, for -2. Minimum of 0, so 0 now. 0 + 0.5.
Basically a negative modifier will display 0.5 and any not negative (0 and up) is just 1 plus that.
I honestly think that second bit is awesome for adding an ability modifier as a trigger for something. 0 or 0.5. All the @min and @max are appropriate to make the logic work.
And that gave my 5.5 minutes with a CON of 18. Too much. Here's where I figured out @min only takes integers, not math, so the + in the snippet is simply adding 0.5 to 1+CON(minimum 0) So how did yours work?
Everything after "@min:0+" is added to 1+CON(minimum 0).
And then
((0-(modifier:con@max:0))@max:1/2))
So that's CON(maximum 0), negative that by subtracting from zero, the max of THAT is 1, divide all that by 2. So If CON is +4, in this snippet the max of that is 0, subtract that from 0 for 0. The max of that can be 1, but it's 0. Divide that by 2. Which is 0. So we add 0 to that 1+CON(minimum 0) earlier.
But if Glass Joe's CON is -3. That snippet goes: -3, max of that is 0, so -3. Subtract that from zero: 0- -3, or 0+3, for 3. That max can be 1, so 1 now. Divide that by 2, which is 0.5. Add that to that earlier 1+CON(minimum 0), which is 1+ -3, or 1-3, for -2. Minimum of 0, so 0 now. 0 + 0.5.
Basically a negative modifier will display 0.5 and any not negative (0 and up) is just 1 plus that.
I honestly think that second bit is awesome for adding an ability modifier as a trigger for something. 0 or 0.5. All the @min and @max are appropriate to make the logic work.
Yeah, it more or less created an XOR or "if-then-else" situation. Took some mindbending to work that one out. Would be cool to work out other ways to use that logic, if the occasion springs up.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Looking at the jumping rules, I think you don't need to round-down the standing jumps, since the rules don't say to do so. (And an extra 1/2 foot could make a big difference to my very smol Gnome trying to pull themself out of a 5-foot-deep pit :D )
Edit: Also I think you need to apply the minimum:0 after adding 3, not before.
Hey with the release of the satyr (which is amazing by the way) I was wondering whether a simple tab could be added in actions or movement tabs for max vert jumping distance, max length of jump, max reach, max held breath time.
As calculating vert reach is difficult enough as 1 1/2 times height plus jump of 3+str modifier+d8+3 extra foot for tiger totem spirit = can get a little heavy for newer players and cause arguments or misunderstandings especially when you throw in items like boots of springing and striding (3x jump dist) and say that in a long jump the distance you can clear an obstacle a quarter of the jumps distance which may be, with a str score of 20;
(3x (str score + d8 + 10 for tiger totem spirit))/4 = Which results in a jump that is 114 ft long that has 28 foot vert clearance + 1 1/2 height (lets say 9 foot) for jump and reach of 37 feet but unfortunately is limited to 45ft of movement max distance so now his vert jump can only be 11ft high unless sacrificing actions or bonus actions....
^The above was to show the sort of arguments that happen when two lovely people read the jump rules differently
So in closing..... any chance we will see a number for reach, jumps and held breath on character sheets in the future as all are based on calcs in phb and can make life easier for people setting athletic check dc's?
Interesting concept. This can probably be done with homebrew. Perhaps a feat.
Ugh. Cache delay
Hmm. So I'm counting 4 different class features that affect the jumping
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Hello there Modbrat,
Have you seen this webpage? http://fexlabs.com/5ejump/ It does nearly all of the calculations you could need. We used it a bit in Tomb of Annihilation. Our DM seemed to think it was fine.
-- Arms are for hugging The Dandy Warhols --
I did the jump calculations using custom actions and snippets for this PC:
https://www.dndbeyond.com/profile/IamSposta/characters/30368439
If you want I can tell you how I did it.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
I'd be very interested to know how you did that as it's very neatly done. Really wish I had it for when I was still playing Kadas My Tabaxi Monk who also had a jump ring. I had been using the jump calculator mentioned earlier in the thread for him which made things run a lot smoother in session. The information will still be good to have and I can possible use it as a spring board for other custom actions.
Thank you.
I made a custom action directly on the character sheet. For the description I just copy/pasted from the PHB section. For the snippet, just copy and paste this:
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
YOU CAN USE SNIPPET CODES IN CUSTOM ACTIONS???? Ugh. So much easier to test than waiting on homebrew to cache
How to
* I do NOT recommend adding all of these at the same time. Just copy the ones you need. Seriously, only copy the lines that apply to you. Tiger Totem Spirit Barbarians, Oath of Glory Paladins, and Monks, your stats are affected by Rage, Channel Divinity, or Ki points. You should copy the first line and the line that applies to you.
[EDIT] Better Minutes can hold breath snippet from Glazia (here). Props to them for letting me put it here
Examples
Sorcerer with an 8 Strength and a 14 Constitution
Fighter with 18 Strength and a 16 Constitution
Monk with 12 Strength and 13 Constitution
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Thank you I manage to modify it so it would work out Step of the Wind as well as the jump spell calculation. I put it on my dead tabxi as well as the monk in the west marches game I play in. We had a situation a few weeks back he claimed to be able to jump a silly height with step of the wind which he couldn't actually come close to clearing. Now he can easily look it up rather than relying of others.
Glad I could help.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
Hi Mairondil, I whipped up a snippet calculation for suffocation that accounts for negative CON modifiers, and thought I'd share it here:
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Oh wow! Unless I overlooked it somewhere else, fractions work in snippet codes?? Took me a minute to follow your maths. Brilliant. Zero minus negative:max half is the minimum. Can I use your code above to keep everything central?
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Absolutely! It took me a while just to see if the idea could even work with the snippet parser, but worth it :D
I was surprised about the fractions too. What my code is actually doing is adding together the usual... actually wait a moment...
Edit: (Nevermind I hadn't found a shortcut)
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Something's not working with that one.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Meh, you're right, it's not. Just go with my original version. (Sometimes you just have to go with the code you know works, I say to myself.)
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
The top value is the shortened version. The bottom value is your longer version.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
It's the
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Yeah, my original version is the one to use. I think what the snippet parser does in the second part is make the maximum of (0-(modifier:con@max:0) 1, then divide it by 2. So, not actually using a fraction for the minimum.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
@min doesn't do fractions. It's dividing the derived number by two. It's an excellent way to get 0.5.
But your snippet is more than that. I got to checking and seeing if there is a way to reduce it and I tried this...
And that gave my 5.5 minutes with a CON of 18. Too much. Here's where I figured out @min only takes integers, not math, so the + in the snippet is simply adding 0.5 to 1+CON(minimum 0) So how did yours work?
Everything after "@min:0+" is added to 1+CON(minimum 0).
And then
So that's CON(maximum 0), negative that by subtracting from zero, the max of THAT is 1, divide all that by 2. So If CON is +4, in this snippet the max of that is 0, subtract that from 0 for 0. The max of that can be 1, but it's 0. Divide that by 2. Which is 0. So we add 0 to that 1+CON(minimum 0) earlier.
But if Glass Joe's CON is -3. That snippet goes: -3, max of that is 0, so -3. Subtract that from zero: 0- -3, or 0+3, for 3. That max can be 1, so 1 now. Divide that by 2, which is 0.5. Add that to that earlier 1+CON(minimum 0), which is 1+ -3, or 1-3, for -2. Minimum of 0, so 0 now. 0 + 0.5.
Basically a negative modifier will display 0.5 and any not negative (0 and up) is just 1 plus that.
I honestly think that second bit is awesome for adding an ability modifier as a trigger for something. 0 or 0.5. All the @min and @max are appropriate to make the logic work.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Yeah, it more or less created an XOR or "if-then-else" situation. Took some mindbending to work that one out. Would be cool to work out other ways to use that logic, if the occasion springs up.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Hey again Mairondil,
Looking at the jumping rules, I think you don't need to round-down the standing jumps, since the rules don't say to do so. (And an extra 1/2 foot could make a big difference to my very smol Gnome trying to pull themself out of a 5-foot-deep pit :D )
Edit: Also I think you need to apply the minimum:0 after adding 3, not before.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)