"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.
So where in the rules does it say specifically: “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.”
"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.
So where in the rules does it say specifically: “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 does it say you can jump further than your move? We can both play that game.
The difference is that I have a set of rules that says A is limited, and A includes B, C, and D. It doesn't say B is limited, but it does say A is limited and B is included in A.
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.
The rules cover it on turn a basis mainly in combat using speed. On your turn, you can move a distance up to your speed. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. 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.
As Sage Advice Official Ruling say, "Your jump is limited by how far you can move; each foot jumped uses a foot of movement."
Outside combat it's instead travel Pace, which is different distances.
As the Dungeon Master Guide sums it up:
The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower ones, and one traveler’s quickness is matched by another traveler’s endurance.
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?
Falling doesn't use your movement speed, and the rules quoted are optional rules.
Jumping on the other hand generally use your speed. Harengon's Rabbit Hop is an exception as you jump a number of feet not related to your speed as a bonus action, so it specifically do not use your movement.
Magic that increase jump distance modify jumping limit determined by Strenght, not overall movement limit set by speed.
"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.
So where in the rules does it say specifically: “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 does it say you can jump further than your move? We can both play that game.
Chapter 9 Combat:
Using Different Speeds If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
Apparently the thought of a creature using a different method of movement and having different speeds of movement were taken into consideration.
So, again where is your proof within the rules as written of the statement: “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.”
So where in the rules does it say specifically: “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.”
Movement and Positioning: On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. 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.
"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.
So where in the rules does it say specifically: “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 does it say you can jump further than your move? We can both play that game.
Chapter 9 Combat:
Using Different Speeds If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
Wait. this does not, in fact, say that you can jump further than your walking speed. You don't get a jump speed, so the distance you jump is removed from your walking speed. it is not a separate speed. Besides walking, you can have a climbing, swimming, and flying speed. Those are the ones that you can interchange between.
But even so, there is no indication here that you can jump further than your remaining speed.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. 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.
Jump: When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. If this is met then the jump distance is made regardless of what turn it is on.
Your movement speed is not just a hard code distance based on ability it is based on ability within a time constraint. That time is 6 seconds. You are not actually done moving when you jump, but you have reached the point of it being used up...Which is only signifying that is as far as time for your turn will let you get to, not that you stop actually moving. The PC doesn't sink when swimming at the end of the turn, they don't stop and let go when climbing at the end of the turn. It is just the distance they can reach within the time limit, the power to make the jump has been used in the turn they initiated it, and that power does not go away because they have simply reached the time limit for their turn.
Lets make another example: If a party makes a plan for one of them to run up and turn the machine off while the rest distract the guards and they stick to the plan. Because it takes the PC 3 turns to reach the machine does not mean they were running and then stopped at the end of each turn. That is ONLY from our real world perspective..... In game the PC was running non-stop the entire time. In game Time is the factor everyone seems to remove from the equation. Turn one is from 1 -to- 6 seconds, turn two is from 7 -to-12 seconds, turn three is from 13 -to- 18 seconds. and so on. Time is continuous and uninterrupted in the game world.
So where in the rules does it say specifically: “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.”
Movement and Positioning: On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. 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.
And as the rules state: 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.
This simply states that for any given situation the amount of Distance covered within a given time segment ( in this instance a combat turn is 6 seconds ) is only the total Distance one might traverse within that segment of time given the various methods of movement one may havee.( again one does not have to traverse total distance, and could if wanting to, only move a partial amount of the distance one is allowed).
A dwarf with a walking speed of 25, but a flying speed of 60ft has effectively a distance of 60ft of travel per time segment, can only travel 25ft on foot of the 60ft total, and could fly for the remainder of the 35ft movement distance if they wished to as per rules in chapter 9 combat.
So again dwarf with 25ft walking movement with a 20 STR score and 20ft of running long jump movement could in effect traverse 40ft, 20ft running and 20ft long jumping.
So again dwarf with 25ft walking movement with a 20 STR score and 20ft of running long jump movement could in effect traverse 40ft, 20ft running and 20ft long jumping.
This is a fundamental misunderstanding of the rules that I don't think I will be able to reconcile. I've tried enough.
Yes cause one can simply read within the basic rules the topic of Special Types of Movement and read that section in it’s entirety.
nice little section dedicated specifically about jumping.
No fundamental misunderstanding here, each foot of jump CLEARED cost only a foot of movement.
nothing about your jump instantly getting cut off and falling straight downward, unless DM has a height restriction, and even covers getting proned while jumping.
You can not move further than your fastest walking, climbing, swimming, or flying speed on your turn.
This is 100% correct. Movement per turn is based on ability within a 6 second time frame .....not just ability. When your movement is not done at the end of your turn such as when jumping and not completing it, you continue the jumping distance next turn. As movement does not dictate your jump distance....your Strength score does. Jumping just uses the movement just like all the types you listed.
Also rounds/turns are how we in the real world dictate actions in the game world during combat.... But in the game world things that happen during combat never actually stop. Nobody in the game world is taking turns they all happen at the same time. Time does not pause and there are no actual turns or rounds in Game it is just a non-stop continuous battle.
Your turn list in the real world when you start at the top and get to the bottom dictating the round is over..... that all happened at the same time and with in 6 seconds. Next round start from the top until you get to the bottom that all happened the same time too, just that it was 6 more seconds. But in game that all happened non-stop, no breaks, no turns, no rounds, just 12 seconds passed in the game world. the same goes for any more rounds that you play it is all non-stop.
You cannot move more than your speed, and you must use movement to jump. Those two things mean that you cannot jump more than your speed. It isn't complicated logic. If you don't agree with it, that's fine. You can move until you stop or run out of movement. Either way, you have stopped moving by the end of your turn.
Again, I hope no one here is arguing that a completely unsupported character just gets to hang out in the middle of space for a while, but it sure seems like that's what people are arguing for.
You cannot move more than your speed, and you must use movement to jump. Those two things mean that you cannot jump more than your speed. It isn't complicated logic. If you don't agree with it, that's fine. You can move until you stop or run out of movement. Either way, you have stopped moving by the end of your turn.
Again, I hope no one here is arguing that a completely unsupported character just gets to hang out in the middle of space for a while, but it sure seems like that's what people are arguing for.
There is no hanging out in the middle of space as there actually is no space between rounds. You are not unsupported when you jump you are supported by momentum. Your momentum comes from the distance calculated by your strength score. If you meet the requirements to make the jump out of combat you must be allowed to make it during combat.
There is no actual freeze in Game. If you run until the end of one turn and continue to run at the beginning of the next..... you are running for that entire time. You use your movement from both rounds to show the distance. You subtract the movement for jumping from both rounds the same as if you are running. There is No space there is No pause there is No freeze. You are taking real world pauses between turns as if that is what's happening in the game too. It is not. Again time does not stop in the game world it never stops. (while playing)
Our clock is not in sync with the game world clock. When we leave the table is when the game is paused but when we return no time has passed in game. Unless for some reason you end in a safe zone like a friendly town and the GM allows you to do downtime activities.
But when at the table you take turns whether your in combat or not, you go around the table and ask each person to explain what they are doing at any given place in time. When the Barbarian and Paladin go to the blacksmith, and the Wizard and Sorcerer want to go to the magic shop, meanwhile the Rogue and Bard want to stay at the Inn. Whether you bounce back and forth between the groups or handle each pair in turn.... It is all happening at the same time. The same goes for combat.
how did you get 80ft of jump ability and why only 20ft of movement between turns when obviously you needed 10ft of run-up to start the first 20ft jump segment?
how did you get 80ft of jump ability and why only 20ft of movement between turns when obviously you needed 10ft of run-up to start the first 20ft jump segment?
I believe War_Drone supports the first and iconarising supports the second.
War_Drone presents that if you have enough jump to make it across a chasm you should be allowed to try it even if you run out of movement mid-jump. 20 feet of jump but only 30 feet of movement.
iconarising insists that because it doesn't say you fall after a jump, you can just keep jumping for any distance.
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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?"
-Ilyara Thundertale
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the movement rules. You aren't telling me you haven't read them yet. They're paramount to understanding movement, including jumping.
So where in the rules does it say specifically: “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.”
Byte my shiny metal ass
Where does it say you can jump further than your move? We can both play that game.
The difference is that I have a set of rules that says A is limited, and A includes B, C, and D. It doesn't say B is limited, but it does say A is limited and B is included in A.
The rules cover it on turn a basis mainly in combat using speed. On your turn, you can move a distance up to your speed. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. 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.
As Sage Advice Official Ruling say, "Your jump is limited by how far you can move; each foot jumped uses a foot of movement."
Outside combat it's instead travel Pace, which is different distances.
As the Dungeon Master Guide sums it up:
Falling doesn't use your movement speed, and the rules quoted are optional rules.
Jumping on the other hand generally use your speed. Harengon's Rabbit Hop is an exception as you jump a number of feet not related to your speed as a bonus action, so it specifically do not use your movement.
Magic that increase jump distance modify jumping limit determined by Strenght, not overall movement limit set by speed.
Chapter 9 Combat:
Using Different Speeds
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
Apparently the thought of a creature using a different method of movement and having different speeds of movement were taken into consideration.
So, again where is your proof within the rules as written of the statement: “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.”
Byte my shiny metal ass
It's found in Movement and Positioning
Wait. this does not, in fact, say that you can jump further than your walking speed. You don't get a jump speed, so the distance you jump is removed from your walking speed. it is not a separate speed. Besides walking, you can have a climbing, swimming, and flying speed. Those are the ones that you can interchange between.
But even so, there is no indication here that you can jump further than your remaining speed.
On your turn, you can move a distance up to your speed.
You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming.
These different modes of movement can be combined with walking, or they can constitute your entire move.
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.
Jump: When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump.
If this is met then the jump distance is made regardless of what turn it is on.
Your movement speed is not just a hard code distance based on ability it is based on ability within a time constraint. That time is 6 seconds.
You are not actually done moving when you jump, but you have reached the point of it being used up...Which is only signifying that is as far as time for your turn will let you get to, not that you stop actually moving.
The PC doesn't sink when swimming at the end of the turn, they don't stop and let go when climbing at the end of the turn.
It is just the distance they can reach within the time limit, the power to make the jump has been used in the turn they initiated it, and that power does not go away because they have simply reached the time limit for their turn.
Lets make another example:
If a party makes a plan for one of them to run up and turn the machine off while the rest distract the guards and they stick to the plan.
Because it takes the PC 3 turns to reach the machine does not mean they were running and then stopped at the end of each turn.
That is ONLY from our real world perspective.....
In game the PC was running non-stop the entire time.
In game Time is the factor everyone seems to remove from the equation.
Turn one is from 1 -to- 6 seconds, turn two is from 7 -to-12 seconds, turn three is from 13 -to- 18 seconds. and so on.
Time is continuous and uninterrupted in the game world.
And as the rules state: 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.
This simply states that for any given situation the amount of Distance covered within a given time segment ( in this instance a combat turn is 6 seconds ) is only the total Distance one might traverse within that segment of time given the various methods of movement one may havee.( again one does not have to traverse total distance, and could if wanting to, only move a partial amount of the distance one is allowed).
A dwarf with a walking speed of 25, but a flying speed of 60ft has effectively a distance of 60ft of travel per time segment, can only travel 25ft on foot of the 60ft total, and could fly for the remainder of the 35ft movement distance if they wished to as per rules in chapter 9 combat.
So again dwarf with 25ft walking movement with a 20 STR score and 20ft of running long jump movement could in effect traverse 40ft, 20ft running and 20ft long jumping.
Byte my shiny metal ass
This is a fundamental misunderstanding of the rules that I don't think I will be able to reconcile. I've tried enough.
Yes cause one can simply read within the basic rules the topic of Special Types of Movement and read that section in it’s entirety.
nice little section dedicated specifically about jumping.
No fundamental misunderstanding here, each foot of jump CLEARED cost only a foot of movement.
nothing about your jump instantly getting cut off and falling straight downward, unless DM has a height restriction, and even covers getting proned while jumping.
So rule as you wish, it’s just a game.
Byte my shiny metal ass
You can not move further than your fastest walking, climbing, swimming, or flying speed on your turn.
This is 100% correct.
Movement per turn is based on ability within a 6 second time frame .....not just ability.
When your movement is not done at the end of your turn such as when jumping and not completing it, you continue the jumping distance next turn.
As movement does not dictate your jump distance....your Strength score does.
Jumping just uses the movement just like all the types you listed.
Also rounds/turns are how we in the real world dictate actions in the game world during combat....
But in the game world things that happen during combat never actually stop.
Nobody in the game world is taking turns they all happen at the same time.
Time does not pause and there are no actual turns or rounds in Game it is just a non-stop continuous battle.
Your turn list in the real world when you start at the top and get to the bottom dictating the round is over..... that all happened at the same time and with in 6 seconds.
Next round start from the top until you get to the bottom that all happened the same time too, just that it was 6 more seconds.
But in game that all happened non-stop, no breaks, no turns, no rounds, just 12 seconds passed in the game world.
the same goes for any more rounds that you play it is all non-stop.
You cannot move more than your speed, and you must use movement to jump. Those two things mean that you cannot jump more than your speed. It isn't complicated logic. If you don't agree with it, that's fine. You can move until you stop or run out of movement. Either way, you have stopped moving by the end of your turn.
Again, I hope no one here is arguing that a completely unsupported character just gets to hang out in the middle of space for a while, but it sure seems like that's what people are arguing for.
"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
There is no hanging out in the middle of space as there actually is no space between rounds.
You are not unsupported when you jump you are supported by momentum.
Your momentum comes from the distance calculated by your strength score.
If you meet the requirements to make the jump out of combat you must be allowed to make it during combat.
There is no actual freeze in Game.
If you run until the end of one turn and continue to run at the beginning of the next..... you are running for that entire time.
You use your movement from both rounds to show the distance.
You subtract the movement for jumping from both rounds the same as if you are running.
There is No space there is No pause there is No freeze.
You are taking real world pauses between turns as if that is what's happening in the game too.
It is not.
Again time does not stop in the game world it never stops. (while playing)
Our clock is not in sync with the game world clock.
When we leave the table is when the game is paused but when we return no time has passed in game.
Unless for some reason you end in a safe zone like a friendly town and the GM allows you to do downtime activities.
But when at the table you take turns whether your in combat or not, you go around the table and ask each person to explain what they are doing at any given place in time.
When the Barbarian and Paladin go to the blacksmith, and the Wizard and Sorcerer want to go to the magic shop, meanwhile the Rogue and Bard want to stay at the Inn.
Whether you bounce back and forth between the groups or handle each pair in turn.... It is all happening at the same time.
The same goes for combat.
how did you get 80ft of jump ability and why only 20ft of movement between turns when obviously you needed 10ft of run-up to start the first 20ft jump segment?
Byte my shiny metal ass
I believe War_Drone supports the first and iconarising supports the second.
War_Drone presents that if you have enough jump to make it across a chasm you should be allowed to try it even if you run out of movement mid-jump. 20 feet of jump but only 30 feet of movement.
iconarising insists that because it doesn't say you fall after a jump, you can just keep jumping for any distance.
"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