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.
A dwarf with 25ft walking movement that walk 20 feet has only 5 feet of movement left to jump because you deduct the distance of each part of your move from your speed until it is used up. The only way said dwarf could move farther is if it took the Dash action to gain extra 25 feet movement for the current turn.
And just like that dwarf might have the ability to walk more than 25' at a time and a 20' jump distance, if they only have 5' of movement left on their turn, they can only move 5' more, whether it be by jumping or walking. If they then jump, they jump 5' because that is how much movement they have. It is impossible to end a move mid jump because you can only jump as far as you can move. Remember that in combat, jumping is part of your movement that uses your speed.
The only place the rules reference completing a movement over multiple turns is the optional rule for falling, which is the thing that happens when you end up aloft and unsupported. Nothing indicates that you can start a jump and finish it whenever you feel like it.
Even the optional rules for Falling in XGE is turn based, when you fall 501+ feet you continue falling at the start of your next turn.
Falling From Great Height: 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.
The Only reason you can move so far is because movement is based on 6 second intervals, it does not mean you are unsupported it is just marking the distance you can get too in that time period. Turns are just 6 second intervals of time that we mark what each PC and enemy did and where they are at at that 6th second when ending turns. It is not a actual time stop in game as in or out of battle time doesn't actually stop. If time doesn't stop then their momentum doesn't stop either. as turn two we see what they are doing in the next 6 seconds. Like I said if you can make the jump out of battle you can make in battle Period.
Average Walking speed= 30 ft. which is distance in a 6 second interval. It is also how they get the average pace in a minute = 300 ft 6 sec X 10 =1 minute 30 ft. X 10 =300 ft.
You can only travel so far in 6 seconds = distance you can get to in a turn. you can run/dash, or walk, or swim, or fly, or climb, or jump to the distance of movement you have not because everything ceases, but because everything does not cease. Yet the game wants us to mark off 6 seconds at a time.
Its very simple time doesn't stop in game....We stop it out of game..... How you don't understand this is beyond me.
The game is turn based. We make concessions due to that. Chapter 9 is all about that. It tells us that on your turn you can move a distance up to your speed, and jumping is included as movement. That means you cannot jump further than your speed allows. Because jumping is movement and movement is limited to your speed in combat.
It isn't that i don't understand your assumptions about "game time." Its that it is wrong. There is absolutely no rules text that describes combat as behaving as continuous. No one thinks that if the fighter moves on his turn just after the dragon uses its breath weapon that the breath misses the fighter. No. the game works in turns. On your turn you can move a distance up to your speed.
Actually, the wondrous item of Boots of Striding and Springing is the only place where the restrictions of jumping is tied to movement remaining ( and rightly so considering the benefits gained), and in all other areas creatures that can jump are detailed in their stat blocks and the distance they can jump is defined.
Yet there is the pesky spell called Jump that extends the distance one can jump to 3x further, is a part of a number of items that have charges that impart the spell only to the creature with the item, and has the ability to in some cases allow a creature to jump further than the amount of movement granted even by using dash.
A dwarf with 25ft walking movement, 50ft dashing, with a Strength score of 20 and freshly applied jump spell that extends that 20ft jump range to 60ft, what is the maximum distance that individual can jump? Is it 60ft granted both by physical ability and jump spell assistance, or 40ft due to the math not making sense and more work for a DM during combat that already has a full plate not wanting dessert?
The rules in general state that each foot of jump cleared equals one foot of movement, and the logic is that one item has the ability to completely reduce and in theory make a number of functions of gameplay utterly meaningless?
Ether that is a serious issue of piss poor game design, or the massive misunderstanding of specific beats general.
Now if both player and DM decide that for theatrical purposes a jump that might span two, three, or more turns would be worth the price of excitement when during that jump a number of factors might change the outcome for better or worst is one thing, wanting to limit a player’s abilities due to ease of play is another.
No one is questioning the turn based nature. The question is what happens at the end of the turn. Do we have to land, or can the turn end in mid jump, assuming we still have more jump left in our movement.
If I am swimming, I do not have to return to land at the end of my turn. Similarly, if I am jumping I do not have to return to land at the end of my turn. There is NO 'must end on land' at end of turn rule. Not for any kind of movement.
The rule for jumping is that you must return to land at the end of your maximum jump speed,not at the end of your turn.
Wait. Jump actually has text telling you you can increase your movement speed?
Or is it possible that the only way to make use of the increased jump distance in combat is to also increase your speed (just like the boots of striding and springing remind you) and otherwise the spell is for out of combat traversal? Not a possibility?
Oh, by the way, the designers realize the poor design of the spell jump, as they are currently testing a different version of it that corrects the fact that it doesn't actually let you move farther on your turn.
No one is questioning the turn based nature. The question is what happens at the end of the turn. Do we have to land, or can the turn end in mid jump, assuming we still have more jump left in our movement.
If I am swimming, I do not have to return to land at the end of my turn. Similarly, if I am jumping I do not have to return to land at the end of my turn. There is NO 'must end on land' at end of turn rule. Not for any kind of movement.
The rule for jumping is that you must return to land at the end of your maximum jump speed,not at the end of your turn.
No, the rule is that you can't jump further than your speed allows. Because you can't move further than your remaining speed, and jumps use movement.
And if everyone understood the turn based nature of the game, then they would know that your movement is limited on your turn.
By the way, you made a misnomer equating modes of motion that can have speeds with one that doesn't. You can support yourself while flying-- as long as you remain flying or have hover or are held aloft by magic. If you stop flying you fall. That is to say that a flying creature supports itself with flying and needs hover or magic to remain aloft without flying. What supports an aloft jumper? Not flying, not hover, not magic.
You are moving on your turn and going the distance allowed whether flying, walking, climbing, swimming, or jumping. I am telling you that the distance you can move in a turn is based on time allowed nothing else.
You are not jumping further then your movement allows you are there still in the air when your turn is up. Movement does not dictate jump Strength does. You don't sink at the end of your turn when swimming. So why would you fall when jumping?
Time inside of combat and outside of combat are the same in the game world it does not stop. It is only seems different from the players perspective. If each round represents a passage of time in the game world.... of course it is continuous.
Round 1 = 6 seconds 6 seconds in combet Round 2 = 6seconds 6+6 = 12 total seconds in combat Round 3 = 6 seconds 6+6+6 = 18 total seconds in combat Round 4 = 6 seconds 6+6+6+6 = 24 total seconds in combat
The rules explain it very clearly. They tell you right up front about the passage of time before they tell you about surprise, initiative, or anything else about combat.
The Order of combat. PHB.189 A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. <<<<<<<<<<Here, Right Here! During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
What keeps a jumping character aloft between turns? We know that flight, hover, and magic are the only valid options in the rules. Which applies to jumping?
again, I understand what you are saying. What you are saying just isn’t correct.
No one is questioning the turn based nature. The question is what happens at the end of the turn. Do we have to land, or can the turn end in mid jump, assuming we still have more jump left in our movement.
If I am swimming, I do not have to return to land at the end of my turn. Similarly, if I am jumping I do not have to return to land at the end of my turn. There is NO 'must end on land' at end of turn rule. Not for any kind of movement.
The rule for jumping is that you must return to land at the end of your maximum jump speed,not at the end of your turn.
No, the rule is that you can't jump further than your speed allows. Because you can't move further than your remaining speed, and jumps use movement.
And if everyone understood the turn based nature of the game, then they would know that your movement is limited on your turn.
By the way, you made a misnomer equating modes of motion that can have speeds with one that doesn't. You can support yourself while flying-- as long as you remain flying or have hover or are held aloft by magic. If you stop flying you fall. That is to say that a flying creature supports itself with flying and needs hover or magic to remain aloft without flying. What supports an aloft jumper? Not flying, not hover, not magic.
Really looking hard to find exactly where in the 5th edition rules it states you can not jump further than your speed allows, and I’m sure I’m not afflicted with the blind condition, or am I?
I mean, I know the mechanics of jumping have been evolved over the years, and for the last 24 years Strength as made it’s way into helping to refine the process with abilities and magic to possibly aid, but to flush the work made to justify the ease of dealing with situations in combat ( and in this day and age VTT management) just feels, IMRO, like a massive loss of player control and tactical flexibility.
As for combat turns, some may find it hard to keep track of everything that is happening, but it shouldn’t prevent the possibility of an individual attempting to jump towards an opponent; getting half way in 6 seconds; and that same opponent ether successfully swatting down/away the jumping individual or whiffing and allowing the jumping individual another chance to get into range.
And yea while suspended in mid air, plot armor provides a nice little place for the individual in suspension to relax, drink a potion, take a selfie, and wait to find out just how stupid or brave the decision was to make that leap. ( for those reading, yes I am most definitely being sarcastic at the moment, but given how combat works waiting mid air on the outcome, my options are limited yet my time while FAFO undefined )
And lastly, what if a character holds their action to jump out the way of an incoming attack as a reaction? Sorry, but you ran all your movement just to get wherever you are, so no you can not jump in an attempt to dodge the inevitable so get your butt beat and take it like you wanted it? ( quick dex check that beats the attackers “to hit total” sounds like a reasonable compromise )
What keeps a jumping character aloft between turns? We know that flight, hover, and magic are the only valid options in the rules. Which applies to jumping?
1) THERE IS NO "BETWEEN TURNS". NONE. A round is six seconds, followed immediately by another six seconds. No time between. We go through what each creature does during those six seconds by taking turns. While someone with a higher initiative resolves their results before other people do, they are all trying to do the things simultaneously.
2) That thing you think you know as 'valid options' is something you and your allies made up. No rule says you fall, except for realism. There are rules about flying, there are rules about hover, there are rules about magic. And there are rules about jumping that apply. Your 'valid options' are simply the specific rules that mention falling, not a comprehensive list of the only things that work. There rules for jumping are the ones that apply. They say when you jump, it has a maximum distance, not a max distance per turn.
Here are the rules for jumping (except for High jumps).
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. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
A dwarf can move 25 ft per move action, 50 on a dash. A dwarf with a strength of 20 can do a long jump moving 10 ft on foot, then upto 20 more feet, for a total of 30. However, a move action can only cover 25. If they attack someone then they can do the 10 ft run, followed by 15 more feet... that turn. They end their turn in mid air. No time passes in game, even if you come back next session. They are not hovering, we are simply ignoring them until their next turn. On their next turn they are required to complete their 5 ft of jump that they started last turn, land, and continue to so the rest of their turn with one action and 25-5 = 20 ft of movement left unused.
Nothing is supporting them, they are simply in mid jump
Even the optional rules for Falling in XGE is turn based, when you fall 501+ feet you continue falling at the start of your next turn.
Falling From Great Height: 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.
You can’t find where the rules say jumping is movement and movement is limited on your turn?
I’ve quoted and linked those sections of the combat chapter.
First it doesn't say jumping is movement, it just says it uses movement. The movement is limited by time and your speed within that time period. A characters walking speed is based on a turn which is based within a round which is 6 seconds.
Your assumption is the wrong one, it does not say motion stops at the end of a round. Which is proven by the fact if you fall from a great height you continue to fall the next round. 500ft per turn every turn until you hit the ground there is also a limit of movement there as well. But someones jump is calculated by their Strength score and if they took 10 ft. before hand..... that is it. You can not say that the strength is diminished in combat so they don't make the jump, because 6 seconds have past. That is what you are actually saying when you mention a turn or a round.... your saying 6 seconds of game time.
No one is disputing that "you can only go as far as movement allows on your turn". which is = to saying "you can only go as far as movement allows in 6 seconds".
We are saying you are still in the process of jumping at the end of that time. You are not falling and can not fall until you reach the distance dictated by the calculation from strength.
Even the optional rules for Falling in XGE is turn based, when you fall 501+ feet you continue falling at the start of your next turn.
Falling From Great Height: 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.
You can’t find where the rules say jumping is movement and movement is limited on your turn?
I’ve quoted and linked those sections of the combat chapter.
Yea quote Crawford, he’s just another DM with their own opinions.
I have laid out my position on the topic and have more than backed it with actual information.
nothing in the rules prevents me from using the last 5ft of movement to leap my ass as far as I physically can for no reason at all simply because I can.
As a DM, if a player tried to make this nonsense argument that they should be allowed to do a multi-round jump, I would allow them to do it and would inform them that the following would happen:
- between their turns in the middle of the jump, they would be noticed by every enemy who made a Perception check (DC determined by environment, but not very high since you have chosen to soar through the air)
- any ranged attack against them would be made at advantage, since they made themselves such an inviting target
- they would automatically fail any DEX saves they have to make in the middle of the jump, since they have no way to avoid anything
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I appreciate the lengths you go to in order to try to explain why you get to float in midair when you jump when no other feature of the game allows that, but that isn't the default assumption of the game. Those of you on the side of floaters have explained your positions well, they are just not the assumption of the game and therefore incorrect. That's all.
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A dwarf with 25ft walking movement that walk 20 feet has only 5 feet of movement left to jump because you deduct the distance of each part of your move from your speed until it is used up. The only way said dwarf could move farther is if it took the Dash action to gain extra 25 feet movement for the current turn.
And just like that dwarf might have the ability to walk more than 25' at a time and a 20' jump distance, if they only have 5' of movement left on their turn, they can only move 5' more, whether it be by jumping or walking. If they then jump, they jump 5' because that is how much movement they have. It is impossible to end a move mid jump because you can only jump as far as you can move. Remember that in combat, jumping is part of your movement that uses your speed.
The only place the rules reference completing a movement over multiple turns is the optional rule for falling, which is the thing that happens when you end up aloft and unsupported. Nothing indicates that you can start a jump and finish it whenever you feel like it.
Even the optional rules for Falling in XGE is turn based, when you fall 501+ feet you continue falling at the start of your next turn.
The Only reason you can move so far is because movement is based on 6 second intervals, it does not mean you are unsupported it is just marking the distance you can get too in that time period.
Turns are just 6 second intervals of time that we mark what each PC and enemy did and where they are at at that 6th second when ending turns.
It is not a actual time stop in game as in or out of battle time doesn't actually stop.
If time doesn't stop then their momentum doesn't stop either. as turn two we see what they are doing in the next 6 seconds.
Like I said if you can make the jump out of battle you can make in battle Period.
Average Walking speed= 30 ft. which is distance in a 6 second interval.
It is also how they get the average pace in a minute = 300 ft
6 sec X 10 =1 minute
30 ft. X 10 =300 ft.
You can only travel so far in 6 seconds = distance you can get to in a turn.
you can run/dash, or walk, or swim, or fly, or climb, or jump to the distance of movement you have not because everything ceases, but because everything does not cease.
Yet the game wants us to mark off 6 seconds at a time.
Its very simple time doesn't stop in game....We stop it out of game.....
How you don't understand this is beyond me.
The game is turn based. We make concessions due to that. Chapter 9 is all about that. It tells us that on your turn you can move a distance up to your speed, and jumping is included as movement. That means you cannot jump further than your speed allows. Because jumping is movement and movement is limited to your speed in combat.
It isn't that i don't understand your assumptions about "game time." Its that it is wrong. There is absolutely no rules text that describes combat as behaving as continuous. No one thinks that if the fighter moves on his turn just after the dragon uses its breath weapon that the breath misses the fighter. No. the game works in turns. On your turn you can move a distance up to your speed.
That is the simple part.
Actually, the wondrous item of Boots of Striding and Springing is the only place where the restrictions of jumping is tied to movement remaining ( and rightly so considering the benefits gained), and in all other areas creatures that can jump are detailed in their stat blocks and the distance they can jump is defined.
Yet there is the pesky spell called Jump that extends the distance one can jump to 3x further, is a part of a number of items that have charges that impart the spell only to the creature with the item, and has the ability to in some cases allow a creature to jump further than the amount of movement granted even by using dash.
A dwarf with 25ft walking movement, 50ft dashing, with a Strength score of 20 and freshly applied jump spell that extends that 20ft jump range to 60ft, what is the maximum distance that individual can jump? Is it 60ft granted both by physical ability and jump spell assistance, or 40ft due to the math not making sense and more work for a DM during combat that already has a full plate not wanting dessert?
The rules in general state that each foot of jump cleared equals one foot of movement, and the logic is that one item has the ability to completely reduce and in theory make a number of functions of gameplay utterly meaningless?
Ether that is a serious issue of piss poor game design, or the massive misunderstanding of specific beats general.
Now if both player and DM decide that for theatrical purposes a jump that might span two, three, or more turns would be worth the price of excitement when during that jump a number of factors might change the outcome for better or worst is one thing, wanting to limit a player’s abilities due to ease of play is another.
I said it before and I’ll say it again:
rule as one may wish, it’s nothing but a game.
Byte my shiny metal ass
No one is questioning the turn based nature. The question is what happens at the end of the turn. Do we have to land, or can the turn end in mid jump, assuming we still have more jump left in our movement.
If I am swimming, I do not have to return to land at the end of my turn. Similarly, if I am jumping I do not have to return to land at the end of my turn. There is NO 'must end on land' at end of turn rule. Not for any kind of movement.
The rule for jumping is that you must return to land at the end of your maximum jump speed, not at the end of your turn.
Wait. Jump actually has text telling you you can increase your movement speed?
Or is it possible that the only way to make use of the increased jump distance in combat is to also increase your speed (just like the boots of striding and springing remind you) and otherwise the spell is for out of combat traversal? Not a possibility?
Oh, by the way, the designers realize the poor design of the spell jump, as they are currently testing a different version of it that corrects the fact that it doesn't actually let you move farther on your turn.
No, the rule is that you can't jump further than your speed allows. Because you can't move further than your remaining speed, and jumps use movement.
And if everyone understood the turn based nature of the game, then they would know that your movement is limited on your turn.
By the way, you made a misnomer equating modes of motion that can have speeds with one that doesn't. You can support yourself while flying-- as long as you remain flying or have hover or are held aloft by magic. If you stop flying you fall. That is to say that a flying creature supports itself with flying and needs hover or magic to remain aloft without flying. What supports an aloft jumper? Not flying, not hover, not magic.
You are moving on your turn and going the distance allowed whether flying, walking, climbing, swimming, or jumping.
I am telling you that the distance you can move in a turn is based on time allowed nothing else.
You are not jumping further then your movement allows you are there still in the air when your turn is up.
Movement does not dictate jump Strength does.
You don't sink at the end of your turn when swimming. So why would you fall when jumping?
Time inside of combat and outside of combat are the same in the game world it does not stop.
It is only seems different from the players perspective.
If each round represents a passage of time in the game world.... of course it is continuous.
Round 1 = 6 seconds 6 seconds in combet
Round 2 = 6seconds 6+6 = 12 total seconds in combat
Round 3 = 6 seconds 6+6+6 = 18 total seconds in combat
Round 4 = 6 seconds 6+6+6+6 = 24 total seconds in combat
The rules explain it very clearly.
They tell you right up front about the passage of time before they tell you about surprise, initiative, or anything else about combat.
The Order of combat. PHB.189
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting.
The game organizes the chaos of combat into a cycle of rounds and turns.
A round represents about 6 seconds in the game world. <<<<<<<<<<Here, Right Here!
During a round, each participant in a battle takes a turn.
The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative.
Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
What keeps a jumping character aloft between turns? We know that flight, hover, and magic are the only valid options in the rules. Which applies to jumping?
again, I understand what you are saying. What you are saying just isn’t correct.
Really looking hard to find exactly where in the 5th edition rules it states you can not jump further than your speed allows, and I’m sure I’m not afflicted with the blind condition, or am I?
I mean, I know the mechanics of jumping have been evolved over the years, and for the last 24 years Strength as made it’s way into helping to refine the process with abilities and magic to possibly aid, but to flush the work made to justify the ease of dealing with situations in combat ( and in this day and age VTT management) just feels, IMRO, like a massive loss of player control and tactical flexibility.
As for combat turns, some may find it hard to keep track of everything that is happening, but it shouldn’t prevent the possibility of an individual attempting to jump towards an opponent; getting half way in 6 seconds; and that same opponent ether successfully swatting down/away the jumping individual or whiffing and allowing the jumping individual another chance to get into range.
And yea while suspended in mid air, plot armor provides a nice little place for the individual in suspension to relax, drink a potion, take a selfie, and wait to find out just how stupid or brave the decision was to make that leap. ( for those reading, yes I am most definitely being sarcastic at the moment, but given how combat works waiting mid air on the outcome, my options are limited yet my time while FAFO undefined )
And lastly, what if a character holds their action to jump out the way of an incoming attack as a reaction? Sorry, but you ran all your movement just to get wherever you are, so no you can not jump in an attempt to dodge the inevitable so get your butt beat and take it like you wanted it? ( quick dex check that beats the attackers “to hit total” sounds like a reasonable compromise )
Byte my shiny metal ass
1) THERE IS NO "BETWEEN TURNS". NONE. A round is six seconds, followed immediately by another six seconds. No time between. We go through what each creature does during those six seconds by taking turns. While someone with a higher initiative resolves their results before other people do, they are all trying to do the things simultaneously.
2) That thing you think you know as 'valid options' is something you and your allies made up. No rule says you fall, except for realism. There are rules about flying, there are rules about hover, there are rules about magic. And there are rules about jumping that apply. Your 'valid options' are simply the specific rules that mention falling, not a comprehensive list of the only things that work. There rules for jumping are the ones that apply. They say when you jump, it has a maximum distance, not a max distance per turn.
Here are the rules for jumping (except for High jumps).
A dwarf can move 25 ft per move action, 50 on a dash. A dwarf with a strength of 20 can do a long jump moving 10 ft on foot, then upto 20 more feet, for a total of 30. However, a move action can only cover 25. If they attack someone then they can do the 10 ft run, followed by 15 more feet... that turn. They end their turn in mid air. No time passes in game, even if you come back next session. They are not hovering, we are simply ignoring them until their next turn. On their next turn they are required to complete their 5 ft of jump that they started last turn, land, and continue to so the rest of their turn with one action and 25-5 = 20 ft of movement left unused.
Nothing is supporting them, they are simply in mid jump
End of your next turn.
"Not all those who wander are lost"
You can’t find where the rules say jumping is movement and movement is limited on your turn?
I’ve quoted and linked those sections of the combat chapter.
First it doesn't say jumping is movement, it just says it uses movement.
The movement is limited by time and your speed within that time period.
A characters walking speed is based on a turn which is based within a round which is 6 seconds.
Your assumption is the wrong one, it does not say motion stops at the end of a round.
Which is proven by the fact if you fall from a great height you continue to fall the next round. 500ft per turn every turn until you hit the ground there is also a limit of movement there as well.
But someones jump is calculated by their Strength score and if they took 10 ft. before hand..... that is it.
You can not say that the strength is diminished in combat so they don't make the jump, because 6 seconds have past.
That is what you are actually saying when you mention a turn or a round.... your saying 6 seconds of game time.
No one is disputing that "you can only go as far as movement allows on your turn". which is = to saying "you can only go as far as movement allows in 6 seconds".
We are saying you are still in the process of jumping at the end of that time.
You are not falling and can not fall until you reach the distance dictated by the calculation from strength.
Oops end i meant
Yea quote Crawford, he’s just another DM with their own opinions.
I have laid out my position on the topic and have more than backed it with actual information.
nothing in the rules prevents me from using the last 5ft of movement to leap my ass as far as I physically can for no reason at all simply because I can.
Byte my shiny metal ass
As a DM, if a player tried to make this nonsense argument that they should be allowed to do a multi-round jump, I would allow them to do it and would inform them that the following would happen:
- between their turns in the middle of the jump, they would be noticed by every enemy who made a Perception check (DC determined by environment, but not very high since you have chosen to soar through the air)
- any ranged attack against them would be made at advantage, since they made themselves such an inviting target
- they would automatically fail any DEX saves they have to make in the middle of the jump, since they have no way to avoid anything
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I appreciate the lengths you go to in order to try to explain why you get to float in midair when you jump when no other feature of the game allows that, but that isn't the default assumption of the game. Those of you on the side of floaters have explained your positions well, they are just not the assumption of the game and therefore incorrect. That's all.