Sunday, July 5, 2015

Jumping

The house rules below handle jumping over one or two squares on the map.











  • When you attempt to jump over a single square, roll +STR modifier and consult the table below.  You can add Athletics or Acrobatics proficiency.
  • When you attempt to jump over 2 squares, roll at -10.
  • If you have a running start of at least 10', you gain Advantage.
  • If you land in difficult terrain, you must make a DC10 DEX(Acrobatics) Check or fall prone.

Jumping - d20+STR mod

1 or less - You miss completely, landing prone in the square you attempted to jump over.
2 - If you were jumping over a pit, you jump short, but manage to grab the edge of the pit and save yourself from falling in.  Next turn, you can pull yourself up and out using your full movement.  If you weren't jumping over a pit, consider this a 3 result.
3 - You land badly, falling prone and sprain your ankle (-10 movement until the next Long Rest).
4 - You land roughly, falling prone and taking 1d4 bludgeoning damage.  This damage cannot reduce you to 0 hit points.
5 - You clear the jump, but land prone and slide an additional square in the direction that you jumped.
6 - You realize at the last minute that you misjudged the jump, and stop short just prior to jumping, ending your Movement.
7-10 - You make the jump and land in fair shape, although your Movement is ended this turn.
11-18 - You leap gracefully and land spot on.  You can continue your turn normally.
19+ - Your jump was perfect.  Your confidence is boosted so much so that next turn you can jump at Advantage.

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