"They" is both singular and plural, like "sheep". It has great historical precedent, and it's convenient. It's just generic.
Yeah, "they" has been used as a singular, gender-neutral pronoun for centuries. It's only in the last five or so years that people suddenly started freaking out about it.
As far as jumping goes, I thing it probably should just be handled via making it so that as long as you're landing on an elevation that's the same or greater than your starting position, falling damage shouldn't apply. Given all the other ridiculous feats of physical prowess a human can perform in D&D without using magic, there doesn't seem to be any reason to get hung up over jumping ability.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
So napkin physics aside and not to go all Jox Machina here but has anyone ever participated or seen a track and field event. Just saying there's a reason the long jump event lands in a sand pit (distribute force of impact better than the firmer surface most track and field events) and the high jump lands on basically a big foam mattress (same principle). Not in my injury history, but I've seen folks try for records and land bad and the consequent gnarly joint injuries and fractures. RAW the jumps are pretty much automated capacities except the long jump/broad jump (rules just call them long jumps) except a DEX check on difficult terrain. It gives the DM the option to allow for Athletics checks if the PC wants to push their high jump, and I don't see why a similar check can't be allowed for broad jumps. RAW aren't really clear on how far one can push, but there are physical assessment metrics for horizontal jumps, and athletic records for both horizontal and vertical jumps. World record under the contortion the USATF participates under for the high jump is just over 8 feet. Long jump is a bit over 29 feet. So I think high jumps (or even jump downs) damage free within 10' isn't insane. I'd also go with "risk free" long jump within the rules as written parameters but allow them to roll to "push" into a longer range, but would have to think it through ahead of an encounter or environment where that may be necessary.
But back to physics, we all know the mechanics of the lever makes the pole vault a much higher reaching feat than the high jump. Records in that event topped a little over and under 20 feet. Of course those folks are likely using 17 feet poles, so you could make a length of pole + 3 foot ruling, but maxing around 20, for now. If the athlete messes that up in game, that's going to hurt a little.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I have someone calculate the parabolic curve atm that a long jump of 150 feet would have to make, didn't expect so many comments in like an hour after i posted this question. Thanks for the info :)
The distance of the jump is not enough, you also need the initial horizontal speed at least to calculate the parabolic curve. :p
Otherwise you have an infinity of trajectories, including absurdly high or flat ones.
Also another small question: Do you transfer or give aditional damage if you would hit someone with your jump?
Yes you do, but as far as I know, that sharing of the damage is purely a DM's ruling, there are too many parameters to consider.
I think we can calculate V naught for a Satyr with all the various spells and features operational. But of course, most people forget that Jump does NOT increase movement, only jump distance. The char is still constrained by its max movement. So no, the char is not jumping 150 feet.
However, with Haste on the table, the OP is still capable of 140ft movement minimum. It would be easy to push that 150ft line, if that's a deliberate design choice.
A high level monk can move up to 120ft in a round without additional boosts, such as Haste, which would double it to 240ft.
Jumping is compatible with dashing, per Jeremy Crawford.
Look at the OP. That is not the char in question.
So? That's not the character now, but it could be what the character becomes later. There might be movement speed boosting spells or magical items involved as well. And if someone with a speedster character has a similar question, wouldn't it be nice if they could find their answer here?
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Has anyone else considered that the jump isn't over until you land or run out of movement/distance? that would indicate to me that as long as you don't exceed your jump distance to Official "falling" has occurred. I mean if I use the last of my movement to jump up 5 feet then end my turn I don't just hover there until my next turn. I jump and land the jump.
Arguing that you should take fall damage from any height you can jump to is like arguing that a 100ft tall titan should take fall damage if he hops off an 10ft ledge that comes up to his shins. sure he could step down with ease but his feet left the ground so . . .
I would encourage DM's to have players make Athletic/acrobatic checks for magically enhanced jumps as the PC isn't used to jumping that high and give them a chance to land on there face if you want more flare or danger but a jump isn't a jump unless it has a landing other wise you would just be flying then falling.
I mean, realistically a fall like that would be dangerous to a creature that size. There's a reason you don't see elephants or rhinos hopping around: the impact from even that short of a fall would be extremely dangerous due to their weight.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Realistically a 100ft tall magical titan would laugh at your comparing it to an elephant. Jokes aside they are capable of all the same movements as humans and don't have the constraints of "Reality" to make them frail because of there large size. Admittedly titans aren't that big (25ft I believe) I was just using it as an example. They are proportionately as strong as a strong human and would have no problem jumping off something as tall as they were. so if they took fall damage from 10ft players should take fall damage from 2.5-3ft equivalently. There are creatures 100ft tall I'm just lazy and cant think of one off the top of my head.
A creature can absolutely jump 150 feet regardless of its movement speed, if it has the jump distance to do it. It just might not be able to do it in one round of combat.
That is an interesting prospect I hadn't thought of yet. So a single jump could last more than one turn in that case. makes sense if you consider real time turns happen at the same time.
A creature can absolutely jump 150 feet regardless of its movement speed, if it has the jump distance to do it. It just might not be able to do it in one round of combat.
SageAdvice has essentially already addressed this. You can only jump as far as your movement speed allows on your turn. If you Dash, you can jump twice your movement speed, but when your turn ends, your movement ends. (At which point you resolve the relevant falling mechanics.)
You can't be "moving" when it's not your turn, aside from forced movement.
Basically, you can't commit future actions/movement/etc.
A creature can absolutely jump 150 feet regardless of its movement speed, if it has the jump distance to do it. It just might not be able to do it in one round of combat.
SageAdvice has essentially already addressed this. You can only jump as far as your movement speed allows on your turn. If you Dash, you can jump twice your movement speed, but when your turn ends, your movement ends. (At which point you resolve the relevant falling mechanics.)
You can't be "moving" when it's not your turn, aside from forced movement.
Basically, you can't commit future actions/movement/etc.
Okay, sure. I don't like that ruling, and basically rule the opposite myself, but that wasn't really my point. My point was that your movement speed is only relevant during combat. You can jump as far as you like when combat isn't happening around you. To rule otherwise would be absurd.
This does call into question the effect and utility of jump boosts (Step of the Wind, maybe Elegant Maneuver or Rage, possibly others I'm forgetting) that only last one turn.
A creature can absolutely jump 150 feet regardless of its movement speed, if it has the jump distance to do it. It just might not be able to do it in one round of combat.
SageAdvice has essentially already addressed this. You can only jump as far as your movement speed allows on your turn. If you Dash, you can jump twice your movement speed, but when your turn ends, your movement ends. (At which point you resolve the relevant falling mechanics.)
You can't be "moving" when it's not your turn, aside from forced movement.
Basically, you can't commit future actions/movement/etc.
Okay, sure. I don't like that ruling, and basically rule the opposite myself, but that wasn't really my point. My point was that your movement speed is only relevant during combat. You can jump as far as you like when combat isn't happening around you. To rule otherwise would be absurd.
This does call into question the effect and utility of jump boosts (Step of the Wind, maybe Elegant Maneuver or Rage, possibly others I'm forgetting) that only last one turn.
In a single jump? No, you cannot. You cannot jump to the moon, simply because you are not in combat. You do not become kid flash, simply because you are not in combat. Your movement rate always applies.
Your jump distance determines how far you can jump.
A creature can absolutely jump 150 feet regardless of its movement speed, if it has the jump distance to do it. It just might not be able to do it in one round of combat.
SageAdvice has essentially already addressed this. You can only jump as far as your movement speed allows on your turn. If you Dash, you can jump twice your movement speed, but when your turn ends, your movement ends. (At which point you resolve the relevant falling mechanics.)
You can't be "moving" when it's not your turn, aside from forced movement.
Basically, you can't commit future actions/movement/etc.
Okay, sure. I don't like that ruling, and basically rule the opposite myself, but that wasn't really my point. My point was that your movement speed is only relevant during combat. You can jump as far as you like when combat isn't happening around you. To rule otherwise would be absurd.
This does call into question the effect and utility of jump boosts (Step of the Wind, maybe Elegant Maneuver or Rage, possibly others I'm forgetting) that only last one turn.
In a single jump? No, you cannot. You cannot jump to the moon, simply because you are not in combat. You do not become kid flash, simply because you are not in combat. Your movement rate always applies.
Your jump distance determines how far you can jump.
And your jump distance is normally limited by your movement rate.
The real problem here is common to other races in later books - the PHB rules were created before these races and their unique abilities were created, and when they were no one at WOtC bothered to look into unusual interactions like these and write specific rules for it. By physics the longest you can jump is when you jump at a45*angle when the distance up is roughly half the distance out ( velocity is split evenly .71 each into vertical & horizontal so you get the up and down times horizontally) so if the PC can jump 50’ horizontally they do reach 25’ vertically. If a normal human did a 25’ fall they better have some monk levels and/or a great acrobatics roll on landing to avoid injury. But the PC isn’t human - it’s a satyr with goat legs. Goats are jumpers and their legs are designed for long & high jumps and landings from such jumps. Because of that this sort of jump should be considered normal and no damage should occur. The problem with that is that if you grant it then the character should never take damage from falls of 30’ or less. But should take damage with the D6’s starting at 40’. It grants the PC some interesting additional usefulness but since it would only apply to satyrs (And maybe Harengon) it seems a reasonable house rule to me.
A lot also could depend on the surface that a creature jumping horisontally lands onto/into.
If the surface is a horisontal sand pit of a type used in athletics events then damage may be mitigated.
If the surface was a vertical tree then maybe not so much.
SAC says you can jump up to your movement rate so, with dash, that's potentially quite alot.
In real-world physics falling 10ft would get you to a speed of 25.367 ft per second or 152.2 ft per 6 second round,
But horizontal jumps take less than 6 seconds. The fastest real-world long jumper was Carl Lewis who, at his fastest, could cover 100 meters at an average speed of 10.142 m/s or 33.274 ft/s or 199.645 ft per round. Let's call it 200. That's just over the 10 ft falling speed if Carl crashed into a something solid,
His longest jump was 29-4½ ft, but that was into horizontal sand.
Yes the surface matters with soft absorbing surfaces causing less damage than hard ones. The 10’ drop from still takes about .6 seconds with a speed of about 18’/s. A 32’ foot drop takes 1.5 sec and has a final speed of 48’/2. A 50’ horizontal jump should have a vertical rise and fall of about 25’ and a terminal speed of @35’/s
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Wisea$$ DM and Player since 1979.
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Yeah, "they" has been used as a singular, gender-neutral pronoun for centuries. It's only in the last five or so years that people suddenly started freaking out about it.
As far as jumping goes, I thing it probably should just be handled via making it so that as long as you're landing on an elevation that's the same or greater than your starting position, falling damage shouldn't apply. Given all the other ridiculous feats of physical prowess a human can perform in D&D without using magic, there doesn't seem to be any reason to get hung up over jumping ability.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
So napkin physics aside and not to go all Jox Machina here but has anyone ever participated or seen a track and field event. Just saying there's a reason the long jump event lands in a sand pit (distribute force of impact better than the firmer surface most track and field events) and the high jump lands on basically a big foam mattress (same principle). Not in my injury history, but I've seen folks try for records and land bad and the consequent gnarly joint injuries and fractures. RAW the jumps are pretty much automated capacities except the long jump/broad jump (rules just call them long jumps) except a DEX check on difficult terrain. It gives the DM the option to allow for Athletics checks if the PC wants to push their high jump, and I don't see why a similar check can't be allowed for broad jumps. RAW aren't really clear on how far one can push, but there are physical assessment metrics for horizontal jumps, and athletic records for both horizontal and vertical jumps. World record under the contortion the USATF participates under for the high jump is just over 8 feet. Long jump is a bit over 29 feet. So I think high jumps (or even jump downs) damage free within 10' isn't insane. I'd also go with "risk free" long jump within the rules as written parameters but allow them to roll to "push" into a longer range, but would have to think it through ahead of an encounter or environment where that may be necessary.
But back to physics, we all know the mechanics of the lever makes the pole vault a much higher reaching feat than the high jump. Records in that event topped a little over and under 20 feet. Of course those folks are likely using 17 feet poles, so you could make a length of pole + 3 foot ruling, but maxing around 20, for now. If the athlete messes that up in game, that's going to hurt a little.
Jander Sunstar is the thinking person's Drizzt, fight me.
I think we can calculate V naught for a Satyr with all the various spells and features operational. But of course, most people forget that Jump does NOT increase movement, only jump distance. The char is still constrained by its max movement. So no, the char is not jumping 150 feet.
A high level monk can move up to 120ft in a round without additional boosts, such as Haste, which would double it to 240ft.
Jumping is compatible with dashing, per Jeremy Crawford.
Fortunately, Monks also get Slow Fall.
Look at the OP. That is not the char in question.
Sure. I may have missed the context.
However, with Haste on the table, the OP is still capable of 140ft movement minimum. It would be easy to push that 150ft line, if that's a deliberate design choice.
So? That's not the character now, but it could be what the character becomes later. There might be movement speed boosting spells or magical items involved as well. And if someone with a speedster character has a similar question, wouldn't it be nice if they could find their answer here?
Want to start playing but don't have anyone to play with? You can try these options: [link].
Has anyone else considered that the jump isn't over until you land or run out of movement/distance? that would indicate to me that as long as you don't exceed your jump distance to Official "falling" has occurred. I mean if I use the last of my movement to jump up 5 feet then end my turn I don't just hover there until my next turn. I jump and land the jump.
Arguing that you should take fall damage from any height you can jump to is like arguing that a 100ft tall titan should take fall damage if he hops off an 10ft ledge that comes up to his shins. sure he could step down with ease but his feet left the ground so . . .
I would encourage DM's to have players make Athletic/acrobatic checks for magically enhanced jumps as the PC isn't used to jumping that high and give them a chance to land on there face if you want more flare or danger but a jump isn't a jump unless it has a landing other wise you would just be flying then falling.
I mean, realistically a fall like that would be dangerous to a creature that size. There's a reason you don't see elephants or rhinos hopping around: the impact from even that short of a fall would be extremely dangerous due to their weight.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Realistically a 100ft tall magical titan would laugh at your comparing it to an elephant. Jokes aside they are capable of all the same movements as humans and don't have the constraints of "Reality" to make them frail because of there large size. Admittedly titans aren't that big (25ft I believe) I was just using it as an example. They are proportionately as strong as a strong human and would have no problem jumping off something as tall as they were. so if they took fall damage from 10ft players should take fall damage from 2.5-3ft equivalently. There are creatures 100ft tall I'm just lazy and cant think of one off the top of my head.
A creature can absolutely jump 150 feet regardless of its movement speed, if it has the jump distance to do it. It just might not be able to do it in one round of combat.
That is an interesting prospect I hadn't thought of yet. So a single jump could last more than one turn in that case. makes sense if you consider real time turns happen at the same time.
SageAdvice has essentially already addressed this. You can only jump as far as your movement speed allows on your turn. If you Dash, you can jump twice your movement speed, but when your turn ends, your movement ends. (At which point you resolve the relevant falling mechanics.)
You can't be "moving" when it's not your turn, aside from forced movement.
Basically, you can't commit future actions/movement/etc.
Okay, sure. I don't like that ruling, and basically rule the opposite myself, but that wasn't really my point. My point was that your movement speed is only relevant during combat. You can jump as far as you like when combat isn't happening around you. To rule otherwise would be absurd.
This does call into question the effect and utility of jump boosts (Step of the Wind, maybe Elegant Maneuver or Rage, possibly others I'm forgetting) that only last one turn.
Your jump distance determines how far you can jump.
During combat.
The real problem here is common to other races in later books - the PHB rules were created before these races and their unique abilities were created, and when they were no one at WOtC bothered to look into unusual interactions like these and write specific rules for it. By physics the longest you can jump is when you jump at a45*angle when the distance up is roughly half the distance out ( velocity is split evenly .71 each into vertical & horizontal so you get the up and down times horizontally) so if the PC can jump 50’ horizontally they do reach 25’ vertically. If a normal human did a 25’ fall they better have some monk levels and/or a great acrobatics roll on landing to avoid injury. But the PC isn’t human - it’s a satyr with goat legs. Goats are jumpers and their legs are designed for long & high jumps and landings from such jumps. Because of that this sort of jump should be considered normal and no damage should occur. The problem with that is that if you grant it then the character should never take damage from falls of 30’ or less. But should take damage with the D6’s starting at 40’. It grants the PC some interesting additional usefulness but since it would only apply to satyrs (And maybe Harengon) it seems a reasonable house rule to me.
Wisea$$ DM and Player since 1979.
A lot also could depend on the surface that a creature jumping horisontally lands onto/into.
If the surface is a horisontal sand pit of a type used in athletics events then damage may be mitigated.
If the surface was a vertical tree then maybe not so much.
SAC says you can jump up to your movement rate so, with dash, that's potentially quite alot.
In real-world physics falling 10ft would get you to a speed of 25.367 ft per second or 152.2 ft per 6 second round,
But horizontal jumps take less than 6 seconds. The fastest real-world long jumper was Carl Lewis who, at his fastest, could cover 100 meters at an average speed of 10.142 m/s or 33.274 ft/s or 199.645 ft per round. Let's call it 200. That's just over the 10 ft falling speed if Carl crashed into a something solid,
His longest jump was 29-4½ ft, but that was into horizontal sand.
Yes the surface matters with soft absorbing surfaces causing less damage than hard ones. The 10’ drop from still takes about .6 seconds with a speed of about 18’/s. A 32’ foot drop takes 1.5 sec and has a final speed of 48’/2. A 50’ horizontal jump should have a vertical rise and fall of about 25’ and a terminal speed of @35’/s
Wisea$$ DM and Player since 1979.