As the question says: Does the distance you use by long jumping count towards your movement per turn? I am asking because of the jump spell mixed with homebrew racial abilities (Thri-Kreen able to jump 30 long) has me confused.
For example: If my Strength is 15 and I do a long jump with the jump spell active and travel 45 feet forward, that is a total of 55 feet used (10 added for the minimum 10 feet in a straight line needed for Longjump rules), how much movement would I have after I landed? Would I have 20 walking left from the build up to the jump, or am I 15 feet over because I traveled a total of 55 out of 30 feet that turn?
Kinda sucks, since it can be impressive to get combinations of skills and abilities to give your character an obscene standing long jump, but the movement speed is still a hard cap on distance you can cover. The most you could get away with is declaring that you're using your Dash action as part of the jump if you just need to clear a 60 foot hole.
I think there might be some degree of balance in limiting characters to one jump per round and it can only be in a straight line, but at that point I'm just homebrewing some kinda... Frogmen battle system.
The aerial movement system in 5e does not make a whole lot of sense, but it does succeed at simplifying movement. Insofar as they have not allowed Aarakocra to be playable in most Adventurer's League campaigns, this is unlikely to change, sadly.
Since it would be amusing, if I were DM and someone were able to jump farther than their movement, I would allow them to end their turn in mid air, with the requirement that they would continue their movement on their next turn, even if they get paralyzed or the destination no longer exists or some such.
Yeah, I can see why it is that way. It would be silly if you could move AND jump - then everybody would just treat their jump as an extension of their movement distance, and there would be a battle of frogmen.
It's a bit strange if someone's jump was longer than their normal movement, so as a DM I'd probably allow some fudging of the rules there to make it make sense. But I definitely wouldn't want all the players to suddenly start adding jumps on to the end of their moves, so I'd have to get a sense for what the table is planning.
Having a jump distance farther than your movement is entirely possible, via the Jump spell, which increase your jump distance by triple, allowing a high strength character 60ft jump max (Without the barbarian +4 increase to strength and the manual of gainful exercise).
Since it would be amusing, if I were DM and someone were able to jump farther than their movement, I would allow them to end their turn in mid air, with the requirement that they would continue their movement on their next turn, even if they get paralyzed or the destination no longer exists or some such.
I know this is mostly a joke, but in case someone else was considering this as an alternative, the main problem with this approach is that it literally leaves the player hanging in mid-air for 6 seconds.
You'd get more realistic results by letting them complete the jump and subtracting the excess from next round's movement, but that's extra bookkeeping and still incentivizes using jumps as a way to get around their movement limit whenever they'd fall a bit short of an enemy. If you're willing to allow that, you might as well allow "borrowing" movement from their next turn in general.
It's a bit strange if someone's jump was longer than their normal movement, so as a DM I'd probably allow some fudging of the rules there to make it make sense.
The thing to remember is that your speed assumes you're going to do something during during your turn. Moving 30 feet over a span of 6 seconds isn't all that fast. It makes sense you'd need to dash and dedicate all of your efforts to moving to pull off a 40 foot long jump.
Since it would be amusing, if I were DM and someone were able to jump farther than their movement, I would allow them to end their turn in mid air, with the requirement that they would continue their movement on their next turn, even if they get paralyzed or the destination no longer exists or some such.
I know this is mostly a joke, but in case someone else was considering this as an alternative, the main problem with this approach is that it literally leaves the player hanging in mid-air for 6 seconds.
If their jump distance is greater than their speed, I'd do as you suggest, if it's greater than they could move by dashing, I'd have them end their turn in mid air as it actually takes more than 6 seconds for their jump to get from one side to the other.
Since it would be amusing, if I were DM and someone were able to jump farther than their movement, I would allow them to end their turn in mid air, with the requirement that they would continue their movement on their next turn, even if they get paralyzed or the destination no longer exists or some such.
It seems to me that the Jump spell, being magic and more specific than the "normal" jump rules, would be an exception to the hard limit on Movement. The distance you normally cover with a jump is tripled. Like Difficult Terrain in reverse. Each 3 feet Moved in the magical Jump only counts as 1 from your MV. Otherwise, that spell is practically useless except in very specific situations.
I made it a homebrew feat. If you take a 10 ft of movement to start all jumps count only 1 ft against your movement speed for every 5 ft traveled with the jump. Also included: after a missed attack from an enemy you can use your reaction to long jump clear of them up to 15 ft in any direction (essentially a jump and roll clear), not provoking an opportunity attack from the attacking creature. And advantage on Dexterity based saving throws.
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As the question says: Does the distance you use by long jumping count towards your movement per turn? I am asking because of the jump spell mixed with homebrew racial abilities (Thri-Kreen able to jump 30 long) has me confused.
For example: If my Strength is 15 and I do a long jump with the jump spell active and travel 45 feet forward, that is a total of 55 feet used (10 added for the minimum 10 feet in a straight line needed for Longjump rules), how much movement would I have after I landed? Would I have 20 walking left from the build up to the jump, or am I 15 feet over because I traveled a total of 55 out of 30 feet that turn?
Any distance covered by the jump is deducted from your turn's movement. You cannot jump farther than your movement.
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Kinda sucks, since it can be impressive to get combinations of skills and abilities to give your character an obscene standing long jump, but the movement speed is still a hard cap on distance you can cover. The most you could get away with is declaring that you're using your Dash action as part of the jump if you just need to clear a 60 foot hole.
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The alternative is everyone jumping all the time to move arbitrarily far during their turn. I much prefer the official rule.
I think there might be some degree of balance in limiting characters to one jump per round and it can only be in a straight line, but at that point I'm just homebrewing some kinda... Frogmen battle system.
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And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
The aerial movement system in 5e does not make a whole lot of sense, but it does succeed at simplifying movement. Insofar as they have not allowed Aarakocra to be playable in most Adventurer's League campaigns, this is unlikely to change, sadly.
Since it would be amusing, if I were DM and someone were able to jump farther than their movement, I would allow them to end their turn in mid air, with the requirement that they would continue their movement on their next turn, even if they get paralyzed or the destination no longer exists or some such.
Yeah, I can see why it is that way. It would be silly if you could move AND jump - then everybody would just treat their jump as an extension of their movement distance, and there would be a battle of frogmen.
It's a bit strange if someone's jump was longer than their normal movement, so as a DM I'd probably allow some fudging of the rules there to make it make sense. But I definitely wouldn't want all the players to suddenly start adding jumps on to the end of their moves, so I'd have to get a sense for what the table is planning.
Having a jump distance farther than your movement is entirely possible, via the Jump spell, which increase your jump distance by triple, allowing a high strength character 60ft jump max (Without the barbarian +4 increase to strength and the manual of gainful exercise).
I know this is mostly a joke, but in case someone else was considering this as an alternative, the main problem with this approach is that it literally leaves the player hanging in mid-air for 6 seconds.
You'd get more realistic results by letting them complete the jump and subtracting the excess from next round's movement, but that's extra bookkeeping and still incentivizes using jumps as a way to get around their movement limit whenever they'd fall a bit short of an enemy. If you're willing to allow that, you might as well allow "borrowing" movement from their next turn in general.
The thing to remember is that your speed assumes you're going to do something during during your turn. Moving 30 feet over a span of 6 seconds isn't all that fast. It makes sense you'd need to dash and dedicate all of your efforts to moving to pull off a 40 foot long jump.
If their jump distance is greater than their speed, I'd do as you suggest, if it's greater than they could move by dashing, I'd have them end their turn in mid air as it actually takes more than 6 seconds for their jump to get from one side to the other.
I like that idea
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It seems to me that the Jump spell, being magic and more specific than the "normal" jump rules, would be an exception to the hard limit on Movement. The distance you normally cover with a jump is tripled. Like Difficult Terrain in reverse. Each 3 feet Moved in the magical Jump only counts as 1 from your MV. Otherwise, that spell is practically useless except in very specific situations.
I made it a homebrew feat. If you take a 10 ft of movement to start all jumps count only 1 ft against your movement speed for every 5 ft traveled with the jump. Also included: after a missed attack from an enemy you can use your reaction to long jump clear of them up to 15 ft in any direction (essentially a jump and roll clear), not provoking an opportunity attack from the attacking creature. And advantage on Dexterity based saving throws.