At the end of your jump, if it doesn't end on a surface that can support you... you immediately fall.
End of a jump and end of a turn are not the same thing. No rule in the jumping section says that jumps end with your turn.
Your jump ends before the end of your turn, correct. It ended when you ran out of movement.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The falling rules aren't well defined, they explain what happen at the end of one but not how it occur. But if we don't go by the logic principle that being in the air unsupported makes you fall, then it mean everyone can fly hover and jump large chasm. The rules basically say you aren't jumping anymore when your speed is used up;
- On your turn, you can move a distance up to your speed.
- Your movement can include jumping, climbing, and swimming.
- However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
- While jumping, each foot you clear on the jump costs a foot of movement.
The RAW does not actually state what happens if you run out of movement mid-jump, nor does the SAC...it only says you cannot jump more than your movement speed on a turn.
Unless someone can clearly find a rule that explicitly says you fall if you fail to complete a jump on your turn, that is.
Just to be clear, are you proposing that a PC with 20 feet of jump just keep jumping after their movement for their turn is done? So if faced with a 100 foot chasm, they jump 20 feet, then on their next turn they jump again, and continue to jump until they get to the other side of the chasm?
That's not how it would work in my game, but every GM is allowed to do their own thing.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
For the people saying you stop mid-air, how do handle getting knocked prone, or suffering the effects of dissonant whispers? What if you are jumping over a thousand foot chasm during said jump? You start running into all sorts off odd-ball "what-if" scenarios that don't happen if you just follow the rules.
If you want to jump further than your walk speed in combat, then you need to Dash or find some other way to increase your speed. Makes sense to me.
The RAW does not actually state what happens if you run out of movement mid-jump, nor does the SAC...it only says you cannot jump more than your movement speed on a turn.
Unless someone can clearly find a rule that explicitly says you fall if you fail to complete a jump on your turn, that is.
Just to be clear, are you proposing that a PC with 20 feet of jump just keep jumping after their movement for their turn is done? So if faced with a 100 foot chasm, they jump 20 feet, then on their next turn they jump again, and continue to jump until they get to the other side of the chasm?
That's not how it would work in my game, but every GM is allowed to do their own thing.
No what I am saying is if a PC has the strength, ability, spell, etc. to make the jump.....and their movement runs out on that turn MId-Air they continue with the jump they are already doing next turn and continue to subtract their movement next turn. You are still moving your total for that round it just so happens that your 6 seconds of viewing what the PC is doing has come to an end, movement and motion continue, and do not stop just because the round has ended.
You get movement, action, bonus action, and possibly reaction every turn. Jump uses movement, so does everything else when you move, but the movement is based on a 6 second time limit. Some are faster some slower but if you choose to move whatever the distance is?? Is where you can get to in that 6 second time period. Hence why the average movement is 30 ft. and how they calculate that at a normal pace (walking) will cover 3 miles in 1 hour. To state that movement stops at the end of a round/turn is to assume that they are stopping every 6 seconds when they walk for 1 hour. If that was the case then the math is off isn't it?
RAW, you fall. Keep in mind these are the rules of a role playing game and not a simulation. The realism of dividing everything into 6 second slices, that are resolved sequentially to represent a series of simultaneous interactions over that 6 second period, is limited. It fails on many counts and jumping is only one of them.
Anyway, compare ending a jump midair to the monk enhanced movement feature.
"At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move."
You get to move along vertical surfaces without falling during your move. The corollary of that is that you DO fall when it is not your move. Thus the monk can not extend their wall walking from one turn to the next - they have to have a place to stop at the end of their move or they fall since they don't have the ability to be on vertical surfaces except during their move. A monk could dash up a cliff but they need to find some hand holds by the end of their turn or they will fall.
Jumping is less well defined in the rules but if a monk falls from a wall at the end of their move, I'd say it is reasonable for a character in the midst of a jump to also fall at the end of their turn.
Finally, the SAC entry would appear to be intended to limit characters to a jump distance on a turn that is less than or equal to the total distance the character could move combining movement and any actions/bonus actions that could increase that movement.
It actually says during "THE" move. Not "YOUR" move. So how I read this is if next turn you continue THE move you don't fall. As long as you don't do anything else but move on your turns you can keep going.
Ok so my character has a 15 STR and that allows me a 15ft running long jump distance ( provided I move 10ft previous to jumping ) according to RAW.
A Standing long Jump is only 1/2 distance in ft, I think?, and maximum vertical height is 1/4 jump distance maximum.
if during combat, I want my character to jump a 10ft pit trap between turns so as to put distance between me and an opponent, for tactical advantage and I’m half way across the pit at the end of my movement, I instantly fall into the pit?
sorry to say but if that is how one should choose to rule by, I will shortly take my leave of game and better myself to one who is more comfortable comprising than unwilling to negotiate.
Ok so my character has a 15 STR and that allows me a 15ft running long jump distance ( provided I move 10ft previous to jumping ) according to RAW.
A Standing long Jump is only 1/2 distance in ft, I think?, and maximum vertical height is 1/4 jump distance maximum.
if during combat, I want my character to jump a 10ft pit trap between turns so as to put distance between me and an opponent, for tactical advantage and I’m half way across the pit at the end of my movement, I instantly fall into the pit?
sorry to say but if that is how one should choose to rule by, I will shortly take my leave of game and better myself to one who is more comfortable comprising than unwilling to negotiate.
Characters on the ground who want to move farther than the movement they have left don’t get to borrow movement from the next round. Why should it be different when you are jumping?
When you run out of movement on the ground, you stop moving. Why shouldn’t you stop moving (and then fall because you are unsupported) when you run out of movement while jumping?
No one is borrowing movement this turn or the next it is what it is and since it uses movement you must subtract it. The Only reason you "run out of movement" is because your movement is based on distance you can travel in 6 seconds. Your not actually running out of it it in both cases is just using the movement in each time frame. Some are slower some are faster, some choose to use a action to dash and double it, some have the ability to use a bonus action and dash to double it. Dash is running...base movement is walking speed per 6 seconds. Not to mention spells potions and special feature abilities.(but lets stick to un-enhanced for now).
No one is actually stopping anything it is just that the 6 seconds for that PC's turn in that round has expired. The difference between moving on the ground and hurling yourself through the air is you CAN Stop at anytime on the ground. But you have NO choice in the air as you have chosen to use your strength to propel you. Strength does not diminish whether a PC jumps in the first 10 ft of movement or the last 10 ft. And distance covered for jump is based solely on your Strength, since the PC's strength was not diminished from outside sources at the time of jumping then the distance jumped will meet the strength requirement regardless if it happens this turn or the next. Just because a jump subtracts from your movement doesn't mean when the turn is over that momentum stops, and the next turn it will continue to subtract from movement as you are still being propelled by momentum. Once the choice was made to jump there is no going back or stopping until the jump is completed.
Movement falling is a thing in a turn (6 seconds) your PC goes from this high elevation to that lower elevation Whether you step off a cliff and fall ....or jump to the other side of a gap.... movement is being subtracted, it may take multiple turns before you hit the ground either way, and in both cases once the choice was made, movement is being used and out of your control if nothing interferes.
I will say this so that everyone understands it as some how they are mixing up what we do in real life with what is actually happening in game world. What we do in real life is use game rules and mechanics to explain what is happening in combat during each 6 second period of time in game.
When each person or enemy takes a turn in combat....We are rewinding the clock back 6 seconds and showing what they are doing for that same 6 seconds.
A total round is considered 6 seconds. also from a PC's turn to their next turn time is frozen a PC's 7th second doesn't start for the PC until their next turn starts. Also reactions are happening in that same time period it is just that the viewpoint to trigger them has not been revealed to us "until it is revealed" to trigger a reaction.
If combat takes 5 rounds then combat has been happening none stop in the game world for 30 seconds.
Your movement doesn't run out..... it is time that runs out.... because your movement is based on the amount you can travel within that time frame = (6 seconds)
Now the mechanics are not exactly correct, as if a wizard casts haste on a character has already used their turn that round they are not actually hasted for the 6 seconds they already used....((which they actually should be or have been))...but things get confusing if you start doing that.... or you have to continuously retcon what the other character did that turn. So we say that applies when their next turn that starts.
Momentum and physics that occur when the round/turn is happening that are not resolved during the round/turn still apply when the round/turn ends and carry over into the next round/turn.
If a PC falls/trips and rolls down a hill and does not make their saving throw/skill check to stop themselves and is only halfway at the time their 6 seconds is up is still rolling down the hill next round/turn, they just get another chance to make a saving throw/skill check to stop themselves.
A player that is falls off of a cliff is free falling in space gravity has taken over and has a chance to cast a spell or if in reach grab something on the cliff face, or throw a grapple hook etc. if they fail whatever choice they make to stop themselves from falling.... they continue the fall on their next turn.
My point is objects in motion remain in motion until obstructed or interfered with by an outside force or come in contact with another obstacle. Momentum does not, can not, and should not be ruled as it stops because the time expired for their turn. It must, has to, and should continue where it was into the next turn, and/or the turn after that etc.
A PC's that fell and is rolling can not simply get up and change their direction or stop their momentum without rolling. If they choose not to roll anything that momentum continues until they reach the bottom and/or come in contact with an obstacle before hand, or another PC interferes to stop it. Same goes for someone falling. There is NO choice or a failure in choice (however you want to phrase it) momentum and gravity are the movement factors. ((So the same must apply to someone jumping)).
Now a PC that is running has the full upright ability and complete control upon their momentum to stop and/or change directions. They are in constant contact with the ground and completely balanced barring obstacles, obstructions, or interference such as, a tree, a wall, ice, oil slick, or another PC or NPC attempting to grapple or shove the PC etc.
The difference between someone jumping and someone running is that they are no longer in contact with the ground, so it is momentum alone that carries them. Where do we get the momentum? The force that is propelling them? From their strength score..... if it was simply a matter of their walking speed or dash speed movement... they could make any long jump distance -10 ft. regardless of strength. With that logic a character with 1 strength and speed of 30 could dash and jump 50 feet.
But it is not based on movement it is based on strength alone, BUT it is true it uses up your movement....But that only means that is the time limit of where you could get to when you reached that 6th second......times up next round we will continue on your 7th second.... Next round "You are still being propelled through the air by your momentum."
The strength score and any ability, magic item, spell potion, etc. determine the distance of propelled momentum at the time the PC's feet leave the ground. It does not matter that the spell, potion, or magic item says one round......It was used in that one round and the potential/kinetic energy was used to propel them the distance. (Which means they will make the distance. Again barring outside interference).
You are just mark off their movement for the distance they travel in air for the time period is all the subtracting from movement is. You are not borrowing from the next move or adding from the previous move.... time is just passing and the momentum is continuing until the calculated jump distance is reached. It is no different then any other movement you are subtracting from. The only difference is the person jumping can only continue the jump action/movement and can not change their mind once they took that leap.
Momentum does not cease to exist and gravity takes over at the end of a round/turn, gravity takes over when the momentum ceases to exist and that momentum says the jump distance is the amount based on strength score. When the distance calculated from the strength score is reached and the player is not on solid ground at that time, and that time only, does gravity take over. A player swimming doesn't sink between rounds.... because time does not exist between rounds and turns..... as they do in our real world perspective as we play.... In the game world all the things are happening simultaneously and consecutively with out stop.
If you disagree that's fine you can.... but you can't apply physics in only some circumstances and not as a whole it would be unfair and inconsistent.
It is dnd, not a physics simulator and you are making it too complex in the name of keeping some "realism" and that's silly.
DnD rules are simplified to make it easy, which means if you don't have the movement this turn you can't do the jump. You have to use dash or some other means to get the movement to complete the jump in your turn.
If a player tries to jump across the 50ft gorge with 60ft jump range but only 25 mov, I would inform he wont' be able to make that jump and will fall. He'll need to increase his movement to get the speed to do it (haste, dash, feline grace, ect...). That might mean they have to wait until next turn when they have a free action to make the jup ect.
Xanthar's guide clarified the falling rules. At the end of your turn you fall up to 500ft instantly if you are unsupported.
That's the DnD 5e rule set. You don't get to continue the jump next turn.
It is perfectly fine to house-rule you do and if you find it more immersive that a char spends 12 second jumping across the 100ft gap (2 rounds), than to say the char can't make that jump without spending the effort to go super fast .. than that's your choice. And a fine house rule that isn't game breaking.. but does make the game more complex cuss now you have to deal with getting shot mid air between the rounds... what happens? prone and fall? prone and land other side? nothing you just get hit and finish the jump ... rules aren't there to handle that.. .cuss it isn't part of RAW. But by all means feel free to house rule and make it up as you need.
It actually says during "THE" move. Not "YOUR" move. So how I read this is if next turn you continue THE move you don't fall. As long as you don't do anything else but move on your turns you can keep going.
Thanks for pointing that out. :)
On D&D Beyond on the monk class page someone transcribed the unarmored movement features and split them out for each level .. so the level 9 feature on this page
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move."
While in the PHB, both digital and print, and on the monk page listed above the text under the level 2 feature says (as you pointed out)
"At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move."
-----------------
Which makes sense since the ability to run on vertical surfaces (or jump for that matter) should apply both IN and OUT of combat.
-----------------
This then brings up another good question :)
Are jump distances limited by Movement speed OUTSIDE of combat? A character with a strength of 20 and a ring of jumping has a jump distance of 60'. If their base movement is 25' ... does this, in any way, limit their jump distance outside of combat?
OUTSIDE of combat, can a monk run across a lake of any size as long as they keep moving? Does the ability to run across water or up walls only apply IN combat because the rules specify "on your turn" which does not exist outside of combat? (That doesn't make any sense to me but I am curious about interpreting RAW).
Which then raises the interesting question - if jump distances or running on surfaces distances aren't limited outside of combat, why should they be limited during combat? ... except for the sake of simplicity? RAW, there would appear to be no rules to cover movement effects that span turns.
there is also a Crawford ruling for this, you need to increase your speed to jump further. Of course diff groups put diff emphasis on his rulings .. but it is there for what it is worth.
You are doing what everyone else is doing mixing up what happens in real world vs game world when playing.
Xanthar's states When you fall from a great height you instantly descend up to 500 feet. If you're still falling on your next turn you descend up to 500 feet at the end of that turn. Movement is still being calculated and anything in motion that is not in control of itself continues that same motion the next turn is the entire point.
So what are all the magic items and spells that increase jump distance good for? Do we just ignore them then, is that what we do?
No where in the rules does it say you fall or your jump doesn't continue. It simply states 2 things. #1 your jump is based off strength and to max that jump you must use 10 ft beforehand. #2 jump uses movement every foot jumped is a foot of movement used.
I agree with both but like I said and you pointed out movement does not stop when the round/turn ends they pick up where they left off the last round.
A player that is falls off of a cliff is free falling in space gravity has taken over and has a chance to cast a spell or if in reach grab something on the cliff face, or throw a grapple hook etc. if they fail whatever choice they make to stop themselves from falling.... they continue the fall on their next turn.
This is not true unless the fall is really substantial (over 500 feet).
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
This is the Airbud problem. We occasionally run into it on the forums. The rules don't say you need to be supported in order to not fall, but you need to be supported to not fall.
No one thinks that a creature that is aloft but hasn't jumped and is not supported in any other way at the end of their turn stays mid air, do they?
I'm glad that Limited Flight in OneD&D at least states it.
there is also a Crawford ruling for this, you need to increase your speed to jump further. Of course diff groups put diff emphasis on his rulings .. but it is there for what it is worth.
Crawford has also been wrong on other issues and the advice he has provided has been so hit or miss that none of it is true rules, just a unique way to judge the situation.
As for XTGE, that only deals with flying and greater than normal heights so it doesn’t have an effect on a character that is jumping.
The physics of the game are based off a majority of real life cause and effects, and adding in other means in which those causes and effects my be altered and affected gives both players and DM great latitude in determining outcomes.
So your mid way across a 40ft jump, 20ft out and 10ft high above a chasm and the character is hit with an effect that gives it the prone condition, in that instance the character is ether tumbling to where they were jumping to and might ether short the jump and end up falling into the chasm, or complete the jump distance and land prone and unable to move thereafter. depending on DM whim, anything could happen.
Climbing, Jumping, Flying, and Swimming all have unique situations where the general rules just don’t cover the outliers of all the situations that might force a “this is home rule I will have to make”. But the rules do offer a means where, when the time for such ruling is determined to be needed, both players and DM’s have the ability to resolve the situation in manner that is fair to all involved, and resolves the matter at hand in a way that serves to keep such rulings within the bounds and intent of the rules as written.
If during combat a creature flies straight up to a ledged position 85ft up but only has a fly speed of 60ft per turn, how the hell does that creature get to the ledge, if after a 6 second attempt to reach the area they instantly begin to fall and lose potentially all the distance they have made?
"On your turn, you can move a distance up to your speed."
"Your movement can include jumping, ..."
"However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving."
You cannot jump for any distance on your turn that is greater than your remaining movement. Your movement includes jumping and is limited by your remaining speed.
Your jump ends before the end of your turn, correct. It ended when you ran out of movement.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The falling rules aren't well defined, they explain what happen at the end of one but not how it occur. But if we don't go by the logic principle that being in the air unsupported makes you fall, then it mean everyone can fly hover and jump large chasm. The rules basically say you aren't jumping anymore when your speed is used up;
- On your turn, you can move a distance up to your speed.
- Your movement can include jumping, climbing, and swimming.
- However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
- While jumping, each foot you clear on the jump costs a foot of movement.
Just to be clear, are you proposing that a PC with 20 feet of jump just keep jumping after their movement for their turn is done? So if faced with a 100 foot chasm, they jump 20 feet, then on their next turn they jump again, and continue to jump until they get to the other side of the chasm?
That's not how it would work in my game, but every GM is allowed to do their own thing.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
For the people saying you stop mid-air, how do handle getting knocked prone, or suffering the effects of dissonant whispers? What if you are jumping over a thousand foot chasm during said jump? You start running into all sorts off odd-ball "what-if" scenarios that don't happen if you just follow the rules.
If you want to jump further than your walk speed in combat, then you need to Dash or find some other way to increase your speed. Makes sense to me.
No what I am saying is if a PC has the strength, ability, spell, etc. to make the jump.....and their movement runs out on that turn MId-Air they continue with the jump they are already doing next turn and continue to subtract their movement next turn.
You are still moving your total for that round it just so happens that your 6 seconds of viewing what the PC is doing has come to an end, movement and motion continue, and do not stop just because the round has ended.
You get movement, action, bonus action, and possibly reaction every turn.
Jump uses movement, so does everything else when you move, but the movement is based on a 6 second time limit.
Some are faster some slower but if you choose to move whatever the distance is?? Is where you can get to in that 6 second time period.
Hence why the average movement is 30 ft. and how they calculate that at a normal pace (walking) will cover 3 miles in 1 hour.
To state that movement stops at the end of a round/turn is to assume that they are stopping every 6 seconds when they walk for 1 hour.
If that was the case then the math is off isn't it?
RAW, you fall. Keep in mind these are the rules of a role playing game and not a simulation. The realism of dividing everything into 6 second slices, that are resolved sequentially to represent a series of simultaneous interactions over that 6 second period, is limited. It fails on many counts and jumping is only one of them.
Anyway, compare ending a jump midair to the monk enhanced movement feature.
"At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move."
You get to move along vertical surfaces without falling during your move. The corollary of that is that you DO fall when it is not your move. Thus the monk can not extend their wall walking from one turn to the next - they have to have a place to stop at the end of their move or they fall since they don't have the ability to be on vertical surfaces except during their move. A monk could dash up a cliff but they need to find some hand holds by the end of their turn or they will fall.
Jumping is less well defined in the rules but if a monk falls from a wall at the end of their move, I'd say it is reasonable for a character in the midst of a jump to also fall at the end of their turn.
Finally, the SAC entry would appear to be intended to limit characters to a jump distance on a turn that is less than or equal to the total distance the character could move combining movement and any actions/bonus actions that could increase that movement.
It actually says during "THE" move.
Not "YOUR" move.
So how I read this is if next turn you continue THE move you don't fall.
As long as you don't do anything else but move on your turns you can keep going.
Ok so my character has a 15 STR and that allows me a 15ft running long jump distance ( provided I move 10ft previous to jumping ) according to RAW.
A Standing long Jump is only 1/2 distance in ft, I think?, and maximum vertical height is 1/4 jump distance maximum.
if during combat, I want my character to jump a 10ft pit trap between turns so as to put distance between me and an opponent, for tactical advantage and I’m half way across the pit at the end of my movement, I instantly fall into the pit?
sorry to say but if that is how one should choose to rule by, I will shortly take my leave of game and better myself to one who is more comfortable comprising than unwilling to negotiate.
Characters on the ground who want to move farther than the movement they have left don’t get to borrow movement from the next round. Why should it be different when you are jumping?
When you run out of movement on the ground, you stop moving. Why shouldn’t you stop moving (and then fall because you are unsupported) when you run out of movement while jumping?
No one is borrowing movement this turn or the next it is what it is and since it uses movement you must subtract it.
The Only reason you "run out of movement" is because your movement is based on distance you can travel in 6 seconds.
Your not actually running out of it it in both cases is just using the movement in each time frame.
Some are slower some are faster, some choose to use a action to dash and double it, some have the ability to use a bonus action and dash to double it.
Dash is running...base movement is walking speed per 6 seconds.
Not to mention spells potions and special feature abilities.(but lets stick to un-enhanced for now).
No one is actually stopping anything it is just that the 6 seconds for that PC's turn in that round has expired.
The difference between moving on the ground and hurling yourself through the air is you CAN Stop at anytime on the ground. But you have NO choice in the air as you have chosen to use your strength to propel you.
Strength does not diminish whether a PC jumps in the first 10 ft of movement or the last 10 ft.
And distance covered for jump is based solely on your Strength, since the PC's strength was not diminished from outside sources at the time of jumping then the distance jumped will meet the strength requirement regardless if it happens this turn or the next.
Just because a jump subtracts from your movement doesn't mean when the turn is over that momentum stops, and the next turn it will continue to subtract from movement as you are still being propelled by momentum. Once the choice was made to jump there is no going back or stopping until the jump is completed.
Movement falling is a thing in a turn (6 seconds) your PC goes from this high elevation to that lower elevation
Whether you step off a cliff and fall ....or jump to the other side of a gap.... movement is being subtracted, it may take multiple turns before you hit the ground either way, and in both cases once the choice was made, movement is being used and out of your control if nothing interferes.
I will say this so that everyone understands it as some how they are mixing up what we do in real life with what is actually happening in game world.
What we do in real life is use game rules and mechanics to explain what is happening in combat during each 6 second period of time in game.
When each person or enemy takes a turn in combat....We are rewinding the clock back 6 seconds and showing what they are doing for that same 6 seconds.
A total round is considered 6 seconds. also from a PC's turn to their next turn time is frozen a PC's 7th second doesn't start for the PC until their next turn starts.
Also reactions are happening in that same time period it is just that the viewpoint to trigger them has not been revealed to us "until it is revealed" to trigger a reaction.
If combat takes 5 rounds then combat has been happening none stop in the game world for 30 seconds.
Your movement doesn't run out..... it is time that runs out.... because your movement is based on the amount you can travel within that time frame = (6 seconds)
Now the mechanics are not exactly correct, as if a wizard casts haste on a character has already used their turn that round they are not actually hasted for the 6 seconds they already used....((which they actually should be or have been))...but things get confusing if you start doing that.... or you have to continuously retcon what the other character did that turn.
So we say that applies when their next turn that starts.
Momentum and physics that occur when the round/turn is happening that are not resolved during the round/turn still apply when the round/turn ends and carry over into the next round/turn.
If a PC falls/trips and rolls down a hill and does not make their saving throw/skill check to stop themselves and is only halfway at the time their 6 seconds is up is still rolling down the hill next round/turn, they just get another chance to make a saving throw/skill check to stop themselves.
A player that is falls off of a cliff is free falling in space gravity has taken over and has a chance to cast a spell or if in reach grab something on the cliff face, or throw a grapple hook etc. if they fail whatever choice they make to stop themselves from falling.... they continue the fall on their next turn.
My point is objects in motion remain in motion until obstructed or interfered with by an outside force or come in contact with another obstacle.
Momentum does not, can not, and should not be ruled as it stops because the time expired for their turn.
It must, has to, and should continue where it was into the next turn, and/or the turn after that etc.
A PC's that fell and is rolling can not simply get up and change their direction or stop their momentum without rolling. If they choose not to roll anything that momentum continues until they reach the bottom and/or come in contact with an obstacle before hand, or another PC interferes to stop it.
Same goes for someone falling.
There is NO choice or a failure in choice (however you want to phrase it) momentum and gravity are the movement factors.
((So the same must apply to someone jumping)).
Now a PC that is running has the full upright ability and complete control upon their momentum to stop and/or change directions. They are in constant contact with the ground and completely balanced barring obstacles, obstructions, or interference such as, a tree, a wall, ice, oil slick, or another PC or NPC attempting to grapple or shove the PC etc.
The difference between someone jumping and someone running is that they are no longer in contact with the ground, so it is momentum alone that carries them.
Where do we get the momentum? The force that is propelling them?
From their strength score..... if it was simply a matter of their walking speed or dash speed movement... they could make any long jump distance -10 ft. regardless of strength.
With that logic a character with 1 strength and speed of 30 could dash and jump 50 feet.
But it is not based on movement it is based on strength alone, BUT it is true it uses up your movement....But that only means that is the time limit of where you could get to when you reached that 6th second......times up next round we will continue on your 7th second.... Next round "You are still being propelled through the air by your momentum."
The strength score and any ability, magic item, spell potion, etc. determine the distance of propelled momentum at the time the PC's feet leave the ground.
It does not matter that the spell, potion, or magic item says one round......It was used in that one round and the potential/kinetic energy was used to propel them the distance.
(Which means they will make the distance. Again barring outside interference).
You are just mark off their movement for the distance they travel in air for the time period is all the subtracting from movement is.
You are not borrowing from the next move or adding from the previous move.... time is just passing and the momentum is continuing until the calculated jump distance is reached.
It is no different then any other movement you are subtracting from.
The only difference is the person jumping can only continue the jump action/movement and can not change their mind once they took that leap.
Momentum does not cease to exist and gravity takes over at the end of a round/turn, gravity takes over when the momentum ceases to exist and that momentum says the jump distance is the amount based on strength score.
When the distance calculated from the strength score is reached and the player is not on solid ground at that time, and that time only, does gravity take over.
A player swimming doesn't sink between rounds.... because time does not exist between rounds and turns..... as they do in our real world perspective as we play.... In the game world all the things are happening simultaneously and consecutively with out stop.
If you disagree that's fine you can.... but you can't apply physics in only some circumstances and not as a whole it would be unfair and inconsistent.
It is dnd, not a physics simulator and you are making it too complex in the name of keeping some "realism" and that's silly.
DnD rules are simplified to make it easy, which means if you don't have the movement this turn you can't do the jump. You have to use dash or some other means to get the movement to complete the jump in your turn.
If a player tries to jump across the 50ft gorge with 60ft jump range but only 25 mov, I would inform he wont' be able to make that jump and will fall. He'll need to increase his movement to get the speed to do it (haste, dash, feline grace, ect...). That might mean they have to wait until next turn when they have a free action to make the jup ect.
Xanthar's guide clarified the falling rules. At the end of your turn you fall up to 500ft instantly if you are unsupported.
That's the DnD 5e rule set. You don't get to continue the jump next turn.
It is perfectly fine to house-rule you do and if you find it more immersive that a char spends 12 second jumping across the 100ft gap (2 rounds), than to say the char can't make that jump without spending the effort to go super fast .. than that's your choice. And a fine house rule that isn't game breaking.. but does make the game more complex cuss now you have to deal with getting shot mid air between the rounds... what happens? prone and fall? prone and land other side? nothing you just get hit and finish the jump ... rules aren't there to handle that.. .cuss it isn't part of RAW. But by all means feel free to house rule and make it up as you need.
Thanks for pointing that out. :)
On D&D Beyond on the monk class page someone transcribed the unarmored movement features and split them out for each level .. so the level 9 feature on this page
https://www.dndbeyond.com/classes/monk#ClassFeatures
"Unarmored Movement Improvement
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move."
While in the PHB, both digital and print, and on the monk page listed above the text under the level 2 feature says (as you pointed out)
"At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move."
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Which makes sense since the ability to run on vertical surfaces (or jump for that matter) should apply both IN and OUT of combat.
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This then brings up another good question :)
Are jump distances limited by Movement speed OUTSIDE of combat? A character with a strength of 20 and a ring of jumping has a jump distance of 60'. If their base movement is 25' ... does this, in any way, limit their jump distance outside of combat?
OUTSIDE of combat, can a monk run across a lake of any size as long as they keep moving? Does the ability to run across water or up walls only apply IN combat because the rules specify "on your turn" which does not exist outside of combat? (That doesn't make any sense to me but I am curious about interpreting RAW).
Which then raises the interesting question - if jump distances or running on surfaces distances aren't limited outside of combat, why should they be limited during combat? ... except for the sake of simplicity? RAW, there would appear to be no rules to cover movement effects that span turns.
http://www.sageadvice.eu/2014/09/18/super-jump/
there is also a Crawford ruling for this, you need to increase your speed to jump further. Of course diff groups put diff emphasis on his rulings .. but it is there for what it is worth.
You are doing what everyone else is doing mixing up what happens in real world vs game world when playing.
Xanthar's states When you fall from a great height you instantly descend up to 500 feet.
If you're still falling on your next turn you descend up to 500 feet at the end of that turn.
Movement is still being calculated and anything in motion that is not in control of itself continues that same motion the next turn is the entire point.
So what are all the magic items and spells that increase jump distance good for? Do we just ignore them then, is that what we do?
No where in the rules does it say you fall or your jump doesn't continue.
It simply states 2 things.
#1 your jump is based off strength and to max that jump you must use 10 ft beforehand.
#2 jump uses movement every foot jumped is a foot of movement used.
I agree with both but like I said and you pointed out movement does not stop when the round/turn ends they pick up where they left off the last round.
This is not true unless the fall is really substantial (over 500 feet).
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-Vedexent
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-OboeLauren
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This is the Airbud problem. We occasionally run into it on the forums. The rules don't say you need to be supported in order to not fall, but you need to be supported to not fall.
No one thinks that a creature that is aloft but hasn't jumped and is not supported in any other way at the end of their turn stays mid air, do they?
I'm glad that Limited Flight in OneD&D at least states it.
Crawford has also been wrong on other issues and the advice he has provided has been so hit or miss that none of it is true rules, just a unique way to judge the situation.
As for XTGE, that only deals with flying and greater than normal heights so it doesn’t have an effect on a character that is jumping.
The physics of the game are based off a majority of real life cause and effects, and adding in other means in which those causes and effects my be altered and affected gives both players and DM great latitude in determining outcomes.
So your mid way across a 40ft jump, 20ft out and 10ft high above a chasm and the character is hit with an effect that gives it the prone condition, in that instance the character is ether tumbling to where they were jumping to and might ether short the jump and end up falling into the chasm, or complete the jump distance and land prone and unable to move thereafter. depending on DM whim, anything could happen.
Climbing, Jumping, Flying, and Swimming all have unique situations where the general rules just don’t cover the outliers of all the situations that might force a “this is home rule I will have to make”. But the rules do offer a means where, when the time for such ruling is determined to be needed, both players and DM’s have the ability to resolve the situation in manner that is fair to all involved, and resolves the matter at hand in a way that serves to keep such rulings within the bounds and intent of the rules as written.
If during combat a creature flies straight up to a ledged position 85ft up but only has a fly speed of 60ft per turn, how the hell does that creature get to the ledge, if after a 6 second attempt to reach the area they instantly begin to fall and lose potentially all the distance they have made?
"On your turn, you can move a distance up to your speed."
"Your movement can include jumping, ..."
"However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving."
You cannot jump for any distance on your turn that is greater than your remaining movement. Your movement includes jumping and is limited by your remaining speed.
Where are you getting these Quotes from?