Rabbitfolk don't ignore the jump rules, they just have a special jump they can use once per turn. The Rabbit Hop feature tells you how far they can hop when using the trait: 1d12 feet.
I personally find this so unreliable and awkward to use in gridded play that I will probably houserule it to be 'roll a d3, you get 5 feet times the result' - and I personally also love the fey flavor to the point that part of me wants that to be a thing they can roll and plan into their action rather than roll as they attempt it, and also, totally want to allow them to use it midway through another jump. (this last bit, maybe a once per SR function or something)
Rabbitfolk don't ignore the jump rules, they just have a special jump they can use once per turn. The Rabbit Hop feature tells you how far they can hop when using the trait: 1d12 feet.
Saying "rabbitfolk ignore the usual jump rules because of their special jump" is kinda like saying "aarakocra ignore the usual jump rules because of their flight". Technically, the rabbitfolks' hop doesn't interact with the jumping rules at all. It's simply a once-per-turn extra. Which means that the farthest a rabbitfolk can jump is "their normal movement value, plus up to twelve feet from Hop".
Saying "rabbitfolk ignore the usual jump rules because of their special jump" is kinda like saying "aarakocra ignore the usual jump rules because of their flight". Technically, the rabbitfolks' hop doesn't interact with the jumping rules at all. It's simply a once-per-turn extra. Which means that the farthest a rabbitfolk can jump is "their normal movement value, plus up to twelve feet from Hop".
i mean the fact that jump is unrestricted by movement and things like the jump spell, graviturgy wizards, step of the wind, and boots of springing and striding can make a rabbitfolk jump ridiculously far
You can have an unlimited 'Jump' distance, and you will still only be able to cover however much movement you normally have plus 1d12's additional feet per turn. Each foot of Jump movement costs one foot of regular movement - your jump distance is used to determine how far or high you can get with one jump, not how far you can move in one turn. Your legs can only produce so much power in a given turn, whether that's over time via running around or in one big lump via jumping. Gaining jump distance longer than your normal movement speed is redundant and unnecessary.
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With the new UA came rabbitfolk, a race that can ignore the normal jump limitations so how far could a rabbitfolk jump.
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Rabbitfolk don't ignore the jump rules, they just have a special jump they can use once per turn. The Rabbit Hop feature tells you how far they can hop when using the trait: 1d12 feet.
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I personally find this so unreliable and awkward to use in gridded play that I will probably houserule it to be 'roll a d3, you get 5 feet times the result' - and I personally also love the fey flavor to the point that part of me wants that to be a thing they can roll and plan into their action rather than roll as they attempt it, and also, totally want to allow them to use it midway through another jump. (this last bit, maybe a once per SR function or something)
doesn't their jump not cost movement though?
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Saying "rabbitfolk ignore the usual jump rules because of their special jump" is kinda like saying "aarakocra ignore the usual jump rules because of their flight". Technically, the rabbitfolks' hop doesn't interact with the jumping rules at all. It's simply a once-per-turn extra. Which means that the farthest a rabbitfolk can jump is "their normal movement value, plus up to twelve feet from Hop".
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i mean the fact that jump is unrestricted by movement and things like the jump spell, graviturgy wizards, step of the wind, and boots of springing and striding can make a rabbitfolk jump ridiculously far
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Sigh.
You can have an unlimited 'Jump' distance, and you will still only be able to cover however much movement you normally have plus 1d12's additional feet per turn. Each foot of Jump movement costs one foot of regular movement - your jump distance is used to determine how far or high you can get with one jump, not how far you can move in one turn. Your legs can only produce so much power in a given turn, whether that's over time via running around or in one big lump via jumping. Gaining jump distance longer than your normal movement speed is redundant and unnecessary.
Please do not contact or message me.