Warlock Rule, Wizards Drool Edition
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>OGL and SRD for 5e
>February Unearthed Arcana is Psionics
How do you play a serious warlock character without being an edgelord?
don't be edgy?
let the angst/anger fit the situation
Fiend=Can never not be edgy, unless you play it like Stingy Jack I guess
Great Old One=Still pretty edgy with some potential fedorafag if you play up the antitheism vibe
Archfey=Fairly Unedgy, unless the player tries his best to sharpen it
I love the idea of regional effects around a monsters lair. It gives the heroes reason to slay a monster that's upsetting the ecosystem, but that might not be evil. What're people's favorites so far?
I'm designing an island with a black dragon influencing a swamp, making certain plants with medicinal effects turn poisonous, spawning shambling mounds, and just generally making the swamp a much worse place.
>How do you play a serious warlock character without being an edgelord?
Have your character make the deal to do something selfless, like gaining power from a fiend to save the characters hometown.
How do I encourage roleplaying from a player whose character is greedy, without him playing a chaotic evil murderhobo?
Maybe I shouldn't have allowed greedy as his character flaw...
Magic causing plants to run wild is always a good one, as is a river (or other body of water) drying up to reveal a riverbed full of dead fish or previously underwater ruins.
And not exactly that, but I also like to have the party revisit areas to find they've changed.
Eg, clearing out goblins from a cave has caused ghouls to take up residence instead. Or maybe it's still goblins but fewer and under new, weaker/more cowardly leadership. Clearing out a ruined castle has caused a paladin order to move in and start fixing it up. Stuff like that.
Holy shit, what's with me and GMs that disregard all logic and rules for monsters while enforcing the most bullshitiest rules to player? it's the third GM I find that does this
>Monsters vanish in the thin air
>All of them seem to have either invisibility at will as a bonus action, or hide in plain sight with hide as a bonus action and +25 to hide
>Me "GM, that doesn't work like that"
>GM "Yes it does"
>Player1 "Cool, my rogue can also hide as a bonus action"
>GM "Your rogue can't hide unless he has a place to hice and something that covers him"
Fuck this bullshit, doesn't matter is a goblin, a minotaur or a purple wurm, all of them poof whenever they want and stay poof till someone rolls a nat20 on perception
And yes, I left the game yesterday in the last session, but this is the 3rd fucking GM I found that does this bullshit
If not fiend, make the Pact-maker not actually bad. Either neutral, good, or disinterested in the details. If the former two, the character might just have morals that align with the Pact, if the latter than just for power/by accident but now it's largely not an issue.
I am pretty sure Faust made a pact with a fiend, and he did it out of dissatisfaction, not because he shared the fiends values. Also, regretting a pact and then finding that there is no way out could be RP'd well. Dip into Bard and be Robert Johnson.
Have the greed take a specific form such as wands or amethysts. You could also have their greed be a long-term goal that explains their adventuring: they aren't going to rob someone of copper because they want nothing less than a Dragons hoard and are working towards it.
That is some BS for sure, but I have seen the other side of it. I was DMing and had a giant spider run away into crack (this was in an ancient cavern) after its master and brethren were killed. The players acted as if I was breaking the laws of physics just to deprive them of EXP. They were passive aggressive for the next two sessions and seemed to see the game as Pacman with munchkins and EXP.
I am looking for a group in another location and you should too.
From your perspective, the crack was always there.
From there perspective, there was no crack, until you decided the spider wanted to flee.
Not that their reaction was justified, just saying.
Personally I play my warlock in a very casual way, he hides his patron from all nonparty members and acts somewhat sane when needed but is mostly considered insane by the party. This is mostly because he obtained an invisible flumph companion who no one else has ever seen. Also he hints at dark things he would do but has very rarely committed great acts of evil since campaign start (not from lack of trying, but he is more lawful than evil in the long run.)
As a DM, would you allow a cockatrice as a familiar to a chainpact warlock? Would it be fair statswise? Or would it be a problem that cockatrices are unaligned, ie not sentient?
I generally imagine Fiend and GOO patrons as not directly involved with the Warlock. Rather than Cthulhu sliding out from under the bed and whispering "Hey kid, wanna buy some magic?", I think of a researcher who spent too long studying things that weren't meant to be known, and 'signing a contract' by accident.
So, the Uncle from Darkest Dungeon, basically.
Spent too long studying dark rituals, and accidentally bound himself to his estate while also turning it into an eldritch nightmare.
Whenever i ask my DM stuff like that, he assures me he does, but when it comes to giving out the XP he does the math out loud with us right there, and its obvious he doesn't, shit's annoying.
I get what you are saying, but I think it depends on the terrain and creature involved. A spider escaping via crack in the high ceiling of a large dimly lit cavern just makes sense. They didn't perception check the chamber and the alternatives were less fitting. As a player, I am willing to accept that animals are pretty good at escaping into their natural habitat when wounded and able to. For me, it is all about plausibility and story, and I have trouble with the "kill everything because it has EXP in it" school of thought. It is like a deer hunter taking the time to kill every squirrel and bird and insect they see.
It depends on the situation. I usually give EXP for socially subduing enemies, using stealth or trickery to avoid monsters, and for large creatures that they drive off. I mistakenly assumed that people wouldn't be too fussed about losing a nickel to the sewer drain when I give out dollars for good ideas.
Different anon but I personally enjoy using exp over milestone. I've had DMs in the past who used "milestone" and we could go a whole month or two stuck at level 1 or 2 despite fighting several powerful foes / groups of foes. I am sure there are DMs who do it right and good but it's just always rubbed me the wrong way.
I can see that being a problem. I usually base my milestones on when it feels right. I also try to subtly and slightly railroad the players a bit so they'll hit milestones at a reasonable rate.
>players are investigating criminal organization
>players do what players do and jump on one weird detail that I never planned for, about to go and fucking assault a completely innocent noble's house and bring him in for questioning.
In this situation, I might make the noble actually behind the criminal organization. I might drop a lot of subtle hints that the noble is innocent on the way there. Or I might let them do it, reveal he's innocent later, and let the milestone be the after the players are able to escape from a now angry police force.
It's worked for me. I think keeping milestone timing in mind when crafting your story is actually a useful tool for making a better story. If all the players are doing is meat grinding their way through progressively stronger hordes of enemies, but nothing important has happened in your story at that point, then you're doing something wrong from a story telling perspective.
If possible, throw a casino/gambling house at him. Cards, roulette, dice, whatever really, and let them have at it. It lets the party, not just Goldfingers there, unwind. You can show off bits of your world, plant plot hooks, and more imoortantly, your player will plant the seeds of their own demise.
When people hear 'casino', they inevitably think the games are rigged. My suggestion is to play it straight and level. One of the following will happen:
>Player will be an ass and insult the owners by assuming the proprietor is a cheat.
Most likely outcome, in my experience. Checking the cards, using their own dice, or maybe even they get caught cheating themselves. They're thrown out, and the owner keeps their cash for the trouble.
>Player will win and come out ahead, reinforcing their flaw and draw attention to themselves.
People will want the player to favor them, and coddle up, because who knows how tight that grip on the money is? It also eggs them on to play and risk more.
>Player doesn't bite and just walks around, maybe playing a few low stakes games but keeping purse to themselves.
If this happens, or they win hand over fist, I would have someone approach them and offer a 'more interesting game'. I don't know the tone of your game, but this is when they learn about the blood sport down in the basement.
They're already fighting for their lives in forsaken places, for maybe a handful of silver and gold. Why not sit back with a drink and watch three orcs and a bugbear go at it? Stress the amount of money being thrown around, that can be won in about 2 minutes of watching someone else get shivved in the tender bits for once. It'll be a nice morality test/highlight, you can let the players play as the monsters, and you might end up with some beat side quests down the line. Someone has to go capture and transport the meat after all.
Honestly even as a DM I enjoy EXP. It creates more work for me in that I have to budget what I'm giving out and when to people, but it makes it easier to reward players (the actual people, not the characters) and it builds tension. In games where I've run milestones and games I've been in where I've run milestones every session ends with "So DM do we level up?" whereas under EXP there's a visible system of progression that they can engage with. I recall a session where the players were 1000 EXP away from leveling up to level 6 by the end of it, and they were on the edge of their seats while I totaled up their rewards for the final encounter.
Milestones make it much easier to string out the process, force your players to engage with the narrative in order to achieve real milestones and might lead to better RP for some groups, but mine is very solid on the RP regardless and I feel that EXP gets them better engaged with the game-y aspect beyond theorycrafting.
How do I make combat interesting in this system?
Do you embellish every attack? That seems like it would get exhausting.
How about the encounters themselves? how to you balance NPC composition, encounter mechanics, etc, to create an interesting one?
I just ran some figures, and if PCs are acting as if they are cognizant of EXP, then rat farming is a much better way to get to level 20 when compared to adventuring. This, of course, is silly.
Make use of terrain, make use of interesting monsters that have built-in mechanics or humans with magical items. CR is a rough estimate of difficulty but alot of it is just feel.
I personally give a description of every attack, it's fun if you get used it.
Have your warlock actually struggle with keeping it's patron happy. Like I'm sure most normal people would at least hesitate before obeying the commands of some otherworldy fiend or cryptic old one. Just don't fanboy your patron, leave that for the clerics.
This is why we only give out EXP for monsters slain that were actually a challenge to the PCs in some fashion. Which is why you don't get anything for slaughtering the Orc children.
Depends on the person, but some tasks are hard to do no matter how edgy the player wants to be. If the player became a warlock to rescue his village or save his family, make him inadvertently wreck his standing in the village or make his family think he's a monster.
I see warlock patrons as genies in a bottle, they should grant you what you want, but the price should make the boon seem not worth it. If you have a shadow the edgehog guy who just wants to fuck shit up and destroy the world or whatever, make your assignments as least glamorous or as tedious as possible, remember: the warlock is never in charge, at least at first.
Great Old One agendas are often inscrutable. The tasks your Warlock should be assigned should seem more like compulsions than determinable agendas.
Collecting very specific combinations of small, not-obviously valuable items is an example. Be prepared to play the long game.
I can't stand that. Before I took over my current game, my GM had us going after a goblin ritualist who turned out to be ruled over by a Drow. Drow snaps his fingers and teleports away.
Gm before that in an online game, EVERY SINGLE MID-Boss type character would be teleported away when we were getting close to a knock out capture for interrogation.
Hate it! But, now that I'm the GM that kinda crap will remain blessedly rare once more.
Well you got high wis and con.
Cleric would be your best bet.
Otherwise Druid might be good.
Either way a dip in Monk would be good so you can use dex for your Quarterstaff attacks and spend an ASI or two to bulk up your Dex and Wis.
Homebrew from this I'm Major Orc Minor Surface Dwarf
basically you get 1 major and 1 minor
>Muh magic without a price
You think you can just ring up Cthulu or some fiend for ultimate power and not expect a cost?
Wizards get limited control over the magical weave through years of study, Clerics get some magical use based on gifts from their gods that they have to align themselves with in words and actions and druids just use nature's control over the magical weave.
Warlocks are inherently a class that is a shortcut to power, no years of training or study. But a deal has to be made, that's what causes a conflict and makes roleplaying actually fun. What isn't fun is some dipstick getting arcane powers by promising to be a bad guy. There should be a cost in dealing with such beings, and it should be high. Whenever I play warlock, I expect my patron to push my character to the absolute limits of what they are willing to do for power.
I'm not sure how to read this. Do you get +2 Con, +1 Cha, +1 Wis? It seems like every race just ends up as some terrible mishmash of ability score bonuses and abilities that don't seem very unique.
Regardless, if you have nothing that will let you use heavy armor, your only real option is to go Moon Druid and use hitpoints as armor. If being a Dwarf does let you use armor without penalty, go Cleric.
Don't go Monk, you don't have the Dex for it.
What you're saying makes sense. But mechanically, it isn't there at all. Wizards learn magic through years of study.
But once you've made a wizard a player character, they can gain ultimate cosmic power by killing rats.
This is why I'm thinking of trying out a Personal Milestone system for leveling up.
So if the wizard wants to level up, they've gotta put in the roleplaying effort to learn spells. Seek out arcane truth, etc, etc.
Warlocks gotta do some odd jobs for their patrons.
Clerics and Paladins have to be good little divine servants. Druids have to do something naturey. ETc, etc.
Next campaign I do, I'm probably going to have the players define a personal quest for their characters in broad terms, and related to their class, without telling them that going through their personal quest is how they level up.
If I'm reading it right, each major race has several subraces (except humans), all in the same column.
That's the only way I can make sense of it, because otherwise, every race is getting +1 to int, wis, and cha.
But that contradicts what he says his race is, because in my reading of it, an Orcish Studies Major couldn't also minor in Deep Dwarf studies.
Yeah I already included those in my results just to avoid bringing it up.
Not a deep dwarf, a surface dwarf. So one parent/grand-parent was a surface dwarf and the rest were orcs of some variety.
Doesn't matter, you still couldn't do it in my reading of that chart.
How else do you explain the "ALL +1 to WIS INT CHA" under humans? It's either exclusive to humans who lack subraces, or applies to all subraces, which seems silly.
Are you sure you've got your DM's homebrew right?
Perhaps it's for characters who want to go Human minor? Otherwise there's no reason not to list nothing under human subraces and stick everything into Human major.
I'm just trying to make sense of it as well, it really isn't formatted for readability.
So, for the cleric's Arcane Domain, the two wizard cantrips you gain from Arcane Initiate, would those be bonus cantrips on top of the three cleric cantrips you start with at 1st level? Also how useful are Guidance and Resistance?
So I have a half-elf light domain cleric, with the bonus wizard cantrip in lieu of 2 skill proficiencies.
I plugged all my character info into the forged anvil character creator, but it seems as though (in addition to the wizard and light cantrips) that I can have 4 cleric cantrips. He's a first level cleric, so is this normal? Or do I only start with 3 cantrips in addition to the bonus ones
Your choice between Greenflame and Booming, depending on whether you want more damage or control. I don't think too much of Lightning Lure or Sword Burst.
Think it should be three.
Easy play a Great Old One warlock as this guy
I worry my players would deliberately try to sabotage it and make it super easy to level up if I told them.
I guess I could just tell them and trust in my ability as a DM to shut down any powergamey shit.
Is there a statblock for a greatbow anywhere in the official books? I kinda feel like getting my Monster Hunter on.
If not what would you consider reasonable stats for one without it being OP or pointless compared to a Longbow?
Longbows are greatbows, they just fire reasonably-sized ammunition.
There are no stats for oversized weapons, because muh verisimilitude.
Until such time as exotic weapon proficiencies are introduced, you probably won't be able to get balanced stats for a bow that deals more damage than a longbow, because you'd then have to include a comparative downside. You could, I suppose, make it a magic weapon, though.
1d12 or 2d6, but unable to move while shooting / only one shot a turn and a STR requirment because shit's so huge?
Or you could replace magical gear with giant weapons like the greatbow and the gunlance. This way you can make them a lot rarer and justify their superior statlines.
MH weaponry is great anyway.
Well hows this sound off the top of my head-
1d12 damage- STR scaling
Requires 14 STR and 14 DEX to wield
Fires Javelins as arrows, Javelins must be modified to be fired requiring 2 minutes time each, you can fire normal Javelins with disadvantage on attack rolls
You cannot fire after moving (You can still move after firing though)
Eh Favored soul is literal Mary Sue so yuck...
Dragon sorc can be explained as being lucky having stolen a dragon heart from a wizard and ate it or being that one Leeroy Jenkins who managed to not die and was awarded with glory by dealing the final blow to a young dragon.
Me not being a lawyer and all... how does the OGL work? Am I allowed to use the stuff in the SRD as the mechanical basis for a computer RPG?
My grandfather made a huge dungeon crawl adventure that he DM'd for my father and his friends when they were teenagers, and I think it would be cool as hell to take all that, use 5e rules, and make it into one big computer game.
My great old one warlock was not edgy at all, I played him like he was being tortured in his sleep by Dendar to do her bidding, so he sought all that is good in hopes to cure himself of the terrible dreams.
What are some pacing tips for low level? Working on a homebrew campaign, and it starts off pretty slow, but I want it to ramp up. Anyone else have experience with slowly introducing your players to the world before letting the shit hit the fan?
Any cool things I can do for a low-level party inside a closed off town? I plan on having it be a town that was run by a once-benevolent baron who's been turned into a vampire spawn by a wandering vampire who is now his 'wife'.
They've instituted a new religion that's essentially a Scientology-esque schtick with levels, and when you get high enough you go to the Inner Sanctum which is really just a bloodbank for the vampire baron. Any ideas for cool events/things around town for the players to interact with?
After a particularly bad session (wasted like 4 hours/4 in game days wading through a little forest due to our DM's insistence on rolling all the time on navigation despite knowing the general direction and seeing sun throughout the day) we had to end the session in a pretty bad place, namely an orc encampment thats between us and the target location.
Now of course i know the immediate solution is "try to move around" but there are two problems with that, namely that players are desperate for any sort of action after the complete fucking nothing of the last session and also that despite DM's insistence of sticking to the book he had no qualms giving most of the party a fatigue level for walking in the rain, which apparently gives disadvantage on any skill check.
With those two things in mind an encounter is more than likely, so i wanted to know if some of the old grognards wouldnt have some good ideas of how to go about this charade.
The party is a 4 man. Two wood elves - a 5 rogue with bow/rapier and a 3 divwizard with some.. odd choice of spells. One gnome necrowiz 4 packed to the brim with everything related to personal survival sans teleports + familiar (DM hates restoration spells and revives) and a half-orc barbarian 3. Party currently sits in forest opposite if the camp, between which there is about 600 feet of clearing.
Opposed to this is a camp of orcs, of which visible (to a flying familiar) are about a dozen. High chance of them having light crossbows everywhere since every other mook in the whole region has one. This is more than likely not even the tip of it, seeing as DM has shown to have a severe case of clowncar syndrome when it comes to amount of people that exit small buildings. Camp is located on the side of a small hill(that despite being actually small is somehow able to be the home of a whole herd of giant deer we are supposed to hunt to begin with).
The equipment is
4x usual packs of adventuring stuff
a +1 dagger which restores half of dealt damage as health
something which i can only assume is javelin of lightining (got it only thanks to a ridiculously good loot rol). More than likely useless junk since it needs an activation word.
like 2 healing potions
a single potion of flight
Neither of artifacts is technically identified thanks to both lack of anyone to do so and unwillingness to use up the "level up known spells +2" feature on identify spell in a world where magic items are more rare than virgins over the age of 15.
I though of setting up some scattered fires around the camp to lure stuff out and split them, then try to pick off smaller groups one by one. Ever the pessimist though i cant help to think its going to end up with giant fight regardless. I was wondering if its possible to use the potion of flight to fly about 90 feet into the air (outside of effective reach of ranged weapons) and have the slower wizard rain hellfire. I imagine there is some not obvious downside to that that im not seeing though.
Well the structure of the campaign is somewhat weird with people coming and going depending on who is availible every week. We are playing over roll 20. The issue is twofold. There are like no magical items anywhere in the world. The only chance of getting one is getting mad bullshit rolls on loot table. You cant use scrolls to get your utility spells into the spellbook because they seem to have went extinct. This also means identify was really bad to take since chances of it paying off were realy low. It also requires a 100gp item to work and gold is about as abundant as said magical item, so you'd be picking up a dead spell.
Your party balance sounds miserable.
Buff the half-orc Barb with false life.
Have the half-orc Barb challenge the War Chief for his title while claiming to be an Eye of Gruumsh.
During the commotion, as every orc is gonna be focused on this shit immediately, sneak the Necro close so he can pelt the War Chief with Chill Touch (120ft range, appears on target), if he can get really close he can Blind the motherfucker.
The Div wiz could potentially pull some similar shit depending on his Cantrips.(Making an Illusion of Gruumsh appear as a mantle on your Barb, Frostbite, Create Bonfire, Message if he knows Orcish to whisper the "voice of Gruumsh" at the Warcheif, telling him to bow down)
Granted Warchiefs are also pretty fucking strong for your barb to be fighting solo so he might die.
The party consists of whoever shows up. Players who were playing druids/clerics/paladins just show up pretty rarely. Thats also the reason for big level differences and complete lack of synergy between players.
Just how bad are the biggers orcs anyway?
Some other encounters we had were a bizzare mix of like 12 hp mook bandits and like 70 hp barbarians that always hit with adv.
Is it about the same difference here? Do orcs in DnD have some bullshit shamanic powers as well?
Huh. Clearly, nobody who writes for DnD has ever cooked, if they did, they'd know that mayo is literally just a shit ton of oil whisked into egg. You could get a lot of oil out of the 2 gallons of mayo it makes, much more than the 1 quart of oil it makes.
Of course, the oil it makes might be different from the oils commonly used to make mayo.
Swashbuckler 14/Blue Dragon Sorcerer 6 sounds like a good multi-class.
Lightning-lure, Sword Burst, Booming Blade, Mage hand and True strike Cantrips
Detect magic, Fog, Sleep and Shield self as lvl 1 spells.
Gust of wind, Spider climb and Web as second.
Despell magic, Lightning bolt and Blink as third.
How does jump work in combat? Am I in midair if I can't land? Could I run 10 feet, then start a 50 feet jump with the jump spell, stopping at 20 feet because 30 movement, and then be untargetable by melee the next round, while throwing javelins?
If a player would attempt this at my table I'd hit them with the DMG
As far as I can tell, by RAW, yes.
But no sane DM would tell you that you're just hanging in the air, because the combat rules are designed to abstract simultaneous events into discrete turns - that is, your entire jump is actually continuous, and perhaps enemies can't attack you simply because they aren't fast enough to react to you hurtling through the air.
And the jumping rules are retarded anyway. Halflings don't fall slower than humans, monks and barbarians don't fall faster than clerics and fighters, and people don't fall at a general constant of 5 feet per second.
Absolutely yes, I don't see why not.
Let's compare the Cockatrice to the Quasit, both of which are available to the Chainlock.
Darkvision: Quasit has 120ft, Cockatrice has 60ft
Languages: Quasit speaks 2, Cockatrice speaks 0
AC: Quasit: 13, Cockatrice 11
Attacks: Quasit +4 1d4+3, Cockatrice +3 1d4+1
Speed: Quasit can walk/fly/swim/climb 40ft, Cockatrice can walk 20ft, fly 40ft
So, stat-wise, the Cockatrice is vastly inferior to the best of the options available to the Chainlock (not necessarily a bad thing, though)
Thematically, I don't really know why you'd pick one, though. They are a monstrosity, which doesn't really fit with any of the patrons.
As for "not sentient" that doesn't matter at all, considering that like 9/10 of the familiars are unaligned. Also, the familiar isn't really that animal.
Hope that helped. Cheers!
I always rule that if your jump is over your remaining speed, you simply end the turn midair, and next turn continue on.
In any case, I'm giving a small buff to Tough. Any critiques?
-When a creature misses you with a melee weapon attack and the attack roll is lower than your armor class by 5 or more, you can use your reaction to attempt to break its weapon. The weapon has a chance of breaking equal to your proficiency bonus x10. Magical items are unaffected by this feat.
Also, yesterday their was anon posting a number of feat changes and was looking for ideas. I got tons if your still around.
Newbie question here.
Rules clearly state that suffering damage while on the verge of death counts as one failure, while taking a critical hit counts as two.
However, the rules also state that any melee hit you receive while passed out is a critical hit.
Does this mean that, while you´re dying, these hits count as normal hits (+1 failure) and only natural 20s count as two failures? Or is it just that melee attacks are indeed crits (+2 failures), and if you get hit by a stray arrow or caught in the area effect of some spell then you add only one failure?
The second. Taking a critical hit, as from a melee attack or a 20 on a ranged attack, adds 2 failures. Taking any other damage, for instance a non-critical ranged hit or a save-based spell, adds 1 failure.
I askled this question in an earlier thread but I want to get more opinions on it.
Dark Elves aka Drow, do you use them? Why or why not?
i haven't decided if I want to use them or not, because they have so much baggage attached to them as Drow, and they're such an outlier compared to High Elves or Wood Elves.
I should have checked the info page first, I didn't realize it was a heavy weapon. Yes, that's how it would work whether you're flying or not. It's not just a question of the bow sitting on the ground when you try to use it (which is what the Fly spell is trying to work around), but a creature with a short armspan can't actually draw the bow out properly.
The rules explicitly classify jumping as a form of movement - you can't move further than your speed, unless you're dashing.
Thus your movement determines the maximum length of your jump - the "Jump" spell and your strength value simply indicate the maximum physically possible jump for your character.
Thus when you "run out" of movement, it's the end of your jump. You can't "hang" in the air - especially as the standard long jump is a "flat jump" - if you want to have any height on the jump, you need to halve the jump distance.
The rules do state that your movement is limited to your speed over each of your turns, but nowhere does it state that you are forced to land if you run out of movement, just like you don't actually briefly stop every 6 seconds when you're walking. It's a continuous motion, abstracted into discrete rounds.
Consider, what would logically happen if I took a 29 foot run-up to a jump. Surely it would not make remotely any sense for me to only travel 1 foot and land?
THROWN WEAPON MASTERY
• The normal range of your thrown weapon attacks is doubled.
• You can draw a weapon as part of making an attack with it.
• You add your proficiency bonus to the damage rolls of your thrown weapon attacks.
• You can chose to deal non-fatal damage with ranged and thrown weapon attacks.
That still does not mean that your forced to land. Your jump distance IS caped, but nowhere does it state that you end the jump on the ground.
I believe that its intended for situations where the PC might actually be in midair (a jump off a tall building).
Its vague, rule it how you want, but it doesn't have concrete rules for landing (aside from difficult terrain)
>You can draw a weapon as part of making an attack with it.
This has been needed for far too long.
>You add your proficiency bonus to the damage rolls of your thrown weapon attacks.
Scaling damage per attack is rather stronger than most other feats. Sure, it's only +2 at level 1, but what about when proficiency scales up to +6, and characters start getting extra attacks? A level 20 Fighter could chuck 4 daggers (or 5 with TWF) and get 24 (or 30) additional damage with no downside. Even HWM and Sharpshooter give a -5 to hit with their +10 damages.
Consider simply rerolling 1s, like on Elemental Adept?
Let them see what´s coming.
I´m doing a campaign for a group of rather new players. The goal of the campaign is to find why a chunk of the continent roughly the size of Europe has been for 50 years under a sort of magic dome that doesn´t let anyone see through or somehow break through, also blocking all teleporting and interplanar travel. They´re trapped inside the dome. The kings have promised great rewards to anyone who can shine any light on the damn thing, and there the players go, together with many more adventurers.
It begins slow. There´s still a lot of instability and banditry because the first few decades were a chaos of warring kingdoms. The players will start by putting some order here and there, maybe facing some end of the world cult who think the dome is a punishment of the gods, etc.
It´s all around the dome. They can see that´s the big thing right there. They can´t quite reach it yet, but its presence affects the world around them and the trouble they must face.
Eventually, if they do well, they´ll find the way to tear down the dome. They´ll go to that one specific point on the dome, and do the thing, and the dome will vanish.
And that´s when they find out that they´ve fuck up big time, and the real campaign begins.
>join game on Roll20
>have meet-and-greet first "session"
>the oldest person to join (mid-30s) didn't finish his character's personality yet
>he rolls for it randomly
>but purposely flubs it to get a chaotic evil gnome
This is going to end poorly.
Yes the damage does scale up, but only on thrown weapons, your comparing a 1d4 weapon to a 2d6 or 1d12.
At 20 a 1d4+6 is an average of 9 per attack, 2d6 is 7. Thats a 2 point damage increase for a feat slot, which might actually be a bit underwhelming.
I'd make the second bulletpoint read as
• You can draw a weapon as part of making a RANGED attack with it.
otherwise it applies to melee TWF.
As a DM I ignore the rules on non-lethal damage applying only on melee attacks, allowing ranged attacks based on logic. A ranger disabling someone with a leg shot sounds fine, though non-lethal Fireball not so much. But if a DM's playing strictly by the book then the last bonus is good.
>Consider, what would logically happen if I took a 29 foot run-up to a jump. Surely it would not make remotely any sense for me to only travel 1 foot and land?
In D&D, yes you would. That's why you'd take a Dash action to gain an extra 30ft of distance to complete a jump.
You don't "hang" in the air, the rules outline clearly how you handle this.
All the weeabo people pushing for utter nonsense doesn't make it so - and also ignore the obvious point that a normal long jump is "flat" - it looks more like someone doing an actual long jump (athletics event) type jump (though obviously landing on your feet) rather than stupid "ninja" overhead soaring.
Crawford agrees with the speed limited jumping:
Only confusion arises is because Mearls is a "rule of cool" guy
I noted the possibility of melee weapon drawing. I left it in as I love synergy. Stronger that the sum of its parts an all that.
Ok, 10 dmg average compared to 7. And lets note the lack of fighting styles for thrown weapons.
And Sharpshooters with slings and heavy crossbows both get +10 to their damage. The point isn't how much the damage gets increased to, it's how much it gets increased by. Unfortunately, not every option is the most optimal, nor is it supposed to be.
If you want to make thrown weapons viable, give them something else, like ignoring cover or inflicting conditions, rather than making them deal damage comparable to bigger weapons, and making those weapons obsolete.
I'd allow the 50 foot leap after 10 feet of movement. Of course, the spell's effect is over before the jump is, so you'd be looking at falling damage on the second round when the movement finally concludes.
You still have to deal with magic items, unless your DM houserules that magic items return when thrown, like 4e
Rerolling 1's is a 0.375 increase per attack on a d4 and 0.416 on a d6. Isn't worth it
The part which says that you can't move further than your speed, and the fact that (unless you've got levitate cast on you), you can't float.
Otherwise you'd just have everyone fly everywhere in the world by jumping once to float forever.
Nothing explicitly says you fall when you don't have anything to stand on. Guess that means you never fall ever!
Not to mention that you seem to be explicitly ignoring the fact that these is a way to perform the 50ft jump already in the rules - you're just deliberately trying to douche up the (pretty damn clear) rules in order to do an attack mid-jump.
If you want to make a 50ft jump, take a Dash action, run 10ft and then fucking jump. It is LITERALLY that simple. If you want to do a ninja mid-air attack like the weeb you are at heart, play a Fighter and action surge it. Done.
Specific outweighs general in terms of rules though. A mundane jump cannot exceed your normal movement distance, as per the RAW for jumping. The Jump spell states:
You touch a creature. The creature's jump distance is tripled until the spell ends.
So as long as you are jumping, you can move 3 times further than normal when jumping and exceed your normal movement cap. Jumping implies landing, so on your turn you can fling yourself forward (or up) and land on your turn. No hanging in the air, no invisible wall stopping you short.
I don't agree with a number of your points.
>The point isn't how much the damage gets increased to, it's how much it gets increased by.
I'm focused on the right side of the "=". Making a weapon style viable is my priority.
>not every option is the most optimal, nor is it supposed to be.
Not a fan of Ivory tower design. I like to have as many options available to my players.
>thrown weapons viable,... making (other) weapons obsolete.
I don't think those weapons become obsolete, as they still deal more damage.
>To be clear, things like the jump spell don't increase speed. You can jump crazy far, but your speed caps it.
"The creature's jump distance is tripled" does not in any way imply jumps cost less movement.
You really don't have a clue do you, and seriously grasping now:
>The creature's jump distance is tripled until the spell ends.
Jump distance has nothing to do with speed - it's literally just increasing the theoretical maximum distance you can cover. It doesn't affect your speed at all, and speed is not mentioned in the spell description.
As explicitly stated in a previously linked ruling by the designer and author of Sage Advice himself:
Stop trying to make up rules.
I'm actually a lvl 3 AT right now, having a fairly good time. Silent image/minor illusion was helpful immediately, and mage hand is just an all around fun spell especially since you can make it fucking invisible.
Also, GFB becomes one hell of a fun bonus once you hit 5, I'd recommend taking that if you're considering one.
I'm gonna probably dip 2 levels into bladesinger wizard within the next 3 sessions, so I'll get back to you on how that is. I'm fairly certain with RAW you'd cast all of your spells from the same prepped pool since AT gets wizard spells.
Question regarding Assassin Rogues' Assassinate feature. If you are invisible when combat starts and your enemies are unaware of you, but there is no surprise round because your other party members initiated combat, can you still get the assassinate bonus? Normal surprise happens when enemies are unaware of you when combat starts, but they don't get the surprised condition because of the way combat started..I just want to be clear on what happens.
Barbarian or Fighter - Monk is already MAD enough without you having to pump Str as well as Dex and Wis (and some Con as a melee fighter)
Champion (Fighter) or Barb - Barb probably takes it for advantage on strength checks (i.e. athletics for grappling) whilst raging
alright. I figured Bladesinger or Divination would be what I dipped into.
Personally, I like the idea of AT and Booming Blade. Booming Blade with sneak attack damage, cunning action out, make them take another few d8s if they wanna pursue...but if I can get Magic Initiate both is probably feasible.
The way I understand it, no. According to rules, unless the enemy is 'surprised' during the first round of combat, they cannot be assassinated.
As a DM, I houserule that out so that my assassin can still use his abilities even if the rest of the group isn't being stealthy, so long as he isn't detected. Still only gets one per combat though.
>the part which says that you can't move further that your speed
can't move =/= land.
Once again, by what logic does having 0 speed mean you teleport to the floor?.
No it doesn't, but I'd count on the DM to make a common sense ruling. But I also question groundless rule addons (i.e. you teleport to the floor of you have 0 speed). But I'm sure you would have figured that out if you hadn't spent the time searching for image reactions for your so persuasive argument...
Not the same guy.
Attacking mid air is not the point of contention.
Name calling makes your entire side look frustrated and wrong.
>jumping implies landing
Don't think so jim, in my book landing means landing, not jumping.
When I said jumping implies landing I was assuming the Jump spell would overrule the speed limit on jumping and you would travel the full distance before landing on the same turn. I have since been told I am wrong, and that is not how 5e physics works.
You can't stop your jump in mid-air because you can't jump a distance more than you have speed in your turn left for.
There's no rule for it because it's not a thing that is otherwise allowed. If you're allowing stopping in mid-air you're allowing jumps longer than movement allows anyway, and you're outside the realm of any discussions of RAW.
Booming blade is probably fine, especially if you have a decent ranged weapon to hit them if they decide to not chase you.
I'm fairly certain you can just take both BB and GFB if you multiclass, I can't remember seeing anything that two classes doesn't get two sets of cantrips, so magic initiate is unnecessary.
Oh, and with your disengage booming blade: Bladesinger you get to move an extra 10 feet back when you disengage, so you might consider taking that to not only make them take damage trying to get to you, but also possibly not be able to reach you.
I've also got no idea what feats would be good for an multiclass or pure AT, so you're on your own there. I just always take lucky since I -always- end up needing it.
I didn't actually think about taking divination, but now I'm considering it
>can't move =/= land.
>Once again, by what logic does having 0 speed mean you teleport to the floor?.
You're an idiot. Simple as.
Of course you don't suddenly fall to the floor, the fact that your speed is limited means that you physically cannot jump that distance - the end of your speed is the end of the "arc" of the jump.
Speed is the key factor in this whole thing - jumping distance is just to work out what an individual character can jump.
>But I also question groundless rule addons (i.e. you teleport to the floor of you have 0 speed).
Again, you're a moron - you wouldn't 'teleport' anywhere; the end of the arc would be at the end of your movement speed.
>Name calling makes your entire side look frustrated and wrong
Couldn't really care about your opinion on that - my side has the:
- Designer/SA author's ruling on this
Your side has:
- Inability to understand basic rules
- "But it should work"
>Don't think so jim, in my book landing means landing, not jumping.
More stupidity - the jumping rules don't include any mention of "landing" at all, on the understanding that - as in english - "jumping" encompases the full activity of taking off, travelling a distance, and coming back down again. Therefore, according to you, if anyone ever jumps - ever - they don't land. EVER. Because the word "land" doesn't appear in the PHB under jumping. Everyone flies, forever. Who needs levitate when you have sweet jumps?
Both Bladesinger and Divination seem pretty awesome to be totally honest. It does suck that you have to be an elf or half elf to go Bladesinger though, but if I want to go Variant Human for magic initiate for a greater slew of cantrips at 1st level I think I can live with Divination.
As for feats, I was thinking about Mobile, Magic Intiate, Ritual caster (if I don't mutli class), or Alert. They all seemed good, although I couldn't take all of them without sacrificing all of my ASIs (not worth it).
>you can shoot a bow underwater with effective reach
>you can shoot a crossbow underwater without even suffering disadvantage
>you can throw a fucking javelin or a net underwater, also without disadvantage
Players discuss this should be allowed, but I think it´s utterly retarded unless it´s a magic weapon, and even then I´ve got my doubts. Specially with javelins and nets.
What do you think?
"When you make a long jump. you cover a
number of feet up to your Strength score if you move at least 10 feet immediately before the jump."
Nowhere does it state that "you can't jump a distance more than your remaining speed"
yeah, that's why I couldn't think on helping.
a good AT rouge needs Dex, Con if melee, Int for decent spell saves on illusions, Wis to detect lies/perceive traps, and occasionally Cha if the rest of the party is socially retarded mongoloids that suck at lying (they are).
ASIs are just too important to pass up, IMO.
although, if you went wizard bladesinger first and variant human to get mobile, you'd have 50 movement at level 2.
>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.
Read the fucking movement rules - already screengrabbed and posted in this damn thread.
Yeah. I would too if I was a GM so long as it wasn't too power gamey, but that's just me.
Also, honestly, you probably don't NEED Cha and Wis because of Expertise. I'll mainly dump Strength and focus on Int/Dex/Con.
[ ] Not told
[ ] Told
[X] TOLDASAURUS REX
[X] No country for told men
[X] Knights of the told Republic
[x] The Elder Tolds IV: Oblivious
[x] Command & Conquer: Toldberian Sun
[x] GuiTold Hero: World Told
[X] Told King of Boletaria
[x] Countold Strike
[x] Unreal Toldament
[x] Stone-told Steve Austin
[X] Half Life 2: Episode Told
[x] World of Warcraft: Catoldclysm
[X] Roller Coaster Toldcoon
[x] Assassin’s Creed: Tolderhood
[x] S.T.A.L.K.E.R.: Shatold of Chernobyl
[X] Toldasauraus Rex 2: Electric Toldaloo
[x] Told of Duty 4: Modern Toldfare
[X] Pokemon Told and Silver
[x] The Legend of Eldorado : The Lost City of Told
[X] Rampage: Toldal Destruction
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[X] The Good, The Bad, and The Told
[x] Super Mario SunTold
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[x] Mario Golf: Toldstool Tour
[X] Super Told Boy
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[x] Lead and Told: Gangs of the Wild West
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[x] Told you that ps3 has no games
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This seems like it's meant for battle scenes though. The way it seems to me is that if you long jump a distance but you run out of movement speed before you get to the end of your jump, you just end your turn in midair and the next part of your turn ends the jump.
(not the guy you're responding too, btw)
Glad to know, you have to resort to impotent cursing in the face of actual logic. I keep asking you, where in the rules is 0 speed = land? And you throw fit. Now you state that "you can't jump a distance longer than your remaining speed". But that's wrong as >>45399291
You can continue to badmouth and make opinion based claims, but you have yet to show any solid rules as to why you can't end your move midair. What of falling large distances? What of having your move cut mid jump?
What logic? You've displayed literally 0.
And I've posted both the explicit rules which stop you from "floating", as well as a link to the PERSON WHO WROTE THE BLOODY PHB stating that this is the case.
In short, for morons like you - you can't move more than your speed in a turn, no matter that form that movement takes.
You are literally the only person making opinion based claims - I've linked you SCREENSHOTS of the rules, including the one pointing out why the person you've just linked to support yourself is wrong and hasn't read the fucking manual.
Face it, you are making shit up because you want it to be "cool" rather than something which is practical and more in line with physical possibilities.
Not involved in this exchange at all, but had to chime in.
You are an idiot.
Jump implies liftoff, arc, then landing. I have 30 speed. I run for 10, jump, arc up and down, and land 10ft later. This is 20ft move used. Then I walk for a further 10ft. 30ft of movement used.
Hope that helps.
You mean the ones that are wrong or those just posting memes?
You can clear a number of feat equal to your Str score. It doesn't say anything about speed. As you leap you use up speed. When your speed reaches 0... lack of rules. I interpret that as DM's call. Common sense dictates that if at the end of 6 seconds you are mid air that immediately after that sixth second (next round) you will continue moving.
Well Booming blade is great with Blue dragon sorc for the damage boost.
As are lightning lure etc.
I was thinking of making a dodgy control fighter baiting opponents to take more lightning damage while keeping the rouge utility.
It's never been a great spell, but you can Dash as an action - doubling your speed.
So if you had a Strength of 15, had jump cast on you (or cast on yourself in a previous turn/action) you could take a Dash action, run 10ft and then jump the full 45ft allowed with the spell.
As you say, it also increases vertical jump a lot, so if you wanted to jump onto a small building from the ground. Same character as above, you change your vertical jump from 5ft (3+2[Str Mod]) to 15ft.
At this point your just spouting opinions. You've yet to actually address any interpretations of the rules. Reposting already agreed rules (you cant move further than your speed in you turn), citing an link to a unrelated ruling (no you cant move further in your turn than speed, we get it), throwing around naughty words, and making opinion based claims does not address my question.
Why can't you end your move MIDAIR and continue the jump during your next round? Your pic is a perfect example.
Once more. NO, you can't move in any way further than your speed in a turn (swimming, jumping, running, climbing, etc), but I claim, that running out of speed during any of those activities dose not end the activity (jumping, being in mid air).
So my group lacks primary meleer, they don't even have something that could count as secondary meleer, and I was thinking on being the meleer, is Order of the Immortal good at it? does Polearm Master benefit the class? I've seen a lot of "bonus action" stuff in mystic and kinda fearing that it'll crash with Polearm Master.
Well, here's a rule I would cite to help explain this.
"lf a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls"
So if your speed goes to 0 while you're in the air, you fall. Per rules. Page 191.
Well, javelins are situational. They´ve got the benefit of giving you a nice throw weapon without the requirement of carrying a weak bow with you (which in DnD is not such a big advantage, bu still), and they´re fucking brutal if used with a launcher, which was already invented in Prehistoric times. They´re also harder to break than arrows, meaning you can usually recover them. Some of them, like the Roman pila, are designed to bend and mess with the enemy´s shield. They sacrifice range and number to get convenience. Can you imagine the Roman legions all carrying bows instead of javelins? It wouldn´t be so easy to rain the javelins on charging enemies and still be ready to take on them with shield and sword in hand.
And nets should be buffed because they´re a fairly dangerous thing on small scale combat. Netting someone isn´t the easiest thing in the world, but if it succeeds, it pretty much ends the fight.
Making them shine by making them better underwater is kinda putting a bandage on a festering wound. Which isn´t even the wound we´re trying to heal.
>Why can't you end your move MIDAIR and continue the jump during your next round?
You can - you just need someone to have cast levitate on you to do it.
You are literally the only person posting opinions - based on nothing more than saying "jump doesn't mention landing, therefore you don't land unless you want to". You've been presented with the rules, both RAW from the PHB and the RAI from the person who wrote them.
You are trying to add something to the rules, and then saying that "nothing says I *can't* in the rules, so I can".
If you had any intelligence or understanding of gaming rules, you'd know that rules are INCLUSIVE not EXCLUSIVE by design. Otherwise in Monopoly, you could punch the player with the most properties/money in the face, physically take his cards and money and argue that nothing in the rules says you CAN'T do that.
"has its speed reduced to 0" sounds more to me like "a magic effect shackles it" or something along those lines, not "has used its movement".
It just doesn´t make sense to run 29 feet, jump with a strength that would normally get you atop a small building, and still fall to the ground one foot later because you´ve run out of speed for the turn.
>Otherwise in Monopoly, you could punch the player with the most properties/money in the face, physically take his cards and money and argue that nothing in the rules says you CAN'T do that.
Bad example, that´d actually make the game better.
Fiend: noble struggle against darker nature or a Devil Went Down to Georgia deal.
GOO: Curious Arcanist, standard Jean Gray style Psychic, Binder or godly hipster.
Fey: Peter Pan, 2hufag, or a more chill Druid type.
Can DnD 5e handle the darkest dungeon?
I understand some changes might be necessary, like abominations replacing druids, and plague doctors replacing wizards.
>It just doesn´t make sense to run 29 feet, jump with a strength that would normally get you atop a small building, and still fall to the ground one foot later because you´ve run out of speed for the turn.
It's a game system - practicality of managing the game and standardising actions trumps what you think is realistic.
Your example is also just showing the fact that you're failing to grasp the way to achieve that jump is either:
- Don't wast 29ft of movement when you only need 10ft for a running jump.
- Use a Dash action to double your speed (60ft for most) to complete the jump
Your speed isn't reduced to zero when you've moved your full 30 ft. during your turn, though. Its' not a pool to be depleted. It's reduced to zero when you are grappled, restrained or similar. Your speed would still be 30 ft, you'd just have moved all of it.
Except you could EASILY jump a small building in combat.
As a rogue, run 10ft, use your action to Dash, your bonus action to Dash again, and then given that your wizard cast jump on you, proceed to vault two small cottages.
Have you never miscalculated a jump before? Saw a gap and did a run-up, but spent too much energy on the run and had nothing left for the jump.
I used to jump gaps in a seawall in my hometown. If I did too many steps before the jump I would come up short and fall into the space between the walls. If I used my movement correctly, i would make it across.
Its kinda like that. You have 30ft of speed. if you use too much on the run up, then you wont have anything left over for the jump.
The idea of someone hanging in midair during a round switch is nonsensical to me. If your dm is cool with it then the dm is cool with it. I don't allow it in my games because its an idiotic idea.
Are you implying that after my turn ends, I my PC stands their as the mobs "take their turn". You do realize that the rounds and turns are uninterrupted?
Do you think that if my charater falls from a mile, that he will "float" between turns?
Don't listen to that guy, the best way to prevent damage is killing the source as fast as possible, and yes, +2 to AC when you already have 19 isn't worth 2 attacks with up to +5d10 each.
But play whatever you like and you have fun with.
Do people just not read the next sentence for all these rules? It's like they think that each sentence stands entirely alone.
And what part of that says you fall/land/whatever?
People can't answer this because, no part of rules mentions what happens after you run out of movement midair. Logically, you fall, but also you continue in the direction you were traveling.
Which creatures have the ability to hover, though? Does a fly speed imply the ability to hover, or does it have to be explicitly stated? Are we supposed to use common sense for this, like we aren't with jumping and falling?
That is not the point. the point is that your maximum potential for jumping/movement it limited to a quantity. This being your total speed.
lets assume 30ft. That means you can move a TOTAL of the distance. However you want to do it, but at the end of the turn... you are only getting that far a no further. If you jump at the end of the move, its going to be a baby jump because that is the maximum potential of your move.
We are using common sense for jumping and falling - you just apparently don't have common sense, as you seem to think people float when they jump, over a period of 12 seconds.
Tell you what - find me a video of someone jumping horizontally for 12 seconds, and I might conceed to your bizarro rules breaking.
Creatures which can naturally fly, or have an explicit "hover" rule would be assumed to be able to keep themselves 'afloat' - the other exception listed in the rules then covers people held up by magic.
it would be clearer from a rules standpoint to think of speed as this: 30ft/30ft
the first is your max potential speed. the second is speed left for the turn. If an effect reduced max potential speed. Falls. If an effect reduces speed for the round, the movement is over.
thats the way I rule it.
Again, give a rule text about LANDING after jumping. You keep going back to not moving any more, why? Why is that you keep ging back to that dead horse?
Why? Because their is no rule on using up your speed after jumping. The PHB doesn't state whether you fall, land, only that you stop moving. Yes, its my interpretation that momentum carries you on your next turn. I never claimed it was RAW because THERE ARE NO RULES WRITTEN ON LANDING.
You are free to rule that you must end your move on the ground, but you'll forgive me if I take the absence of rules and apply simple physics.
But, please don't start with all opinions on moot points again... Simply show me where it says you must land.
I was looking to make a character that is essentially a luck based. I was thinking human with the lucky feat, Rogue 3 for mastermind in assisting with ally attack rolls and expertise on a couple skills, and finally picking up wizard 2 for divination and forcing rolls. Is there anything else I might want to add in order to force some roll fuckery?
Common sense states that you don't only jump 1 foot after running for 29.
You're not floating when your turn ends; the time at the end of your turn is contiguous with the start of your next.
However, due to the abstraction of rules which occurs when actions become discrete turns, you are treated as in midair for the purposes of interaction with other creatures until the start of your next turn.
But you aren´t hanging in midair. Turns are an abstraction, the action is all happening simultaneously. While the orc is shooting an arrow, you´re running and jumping. While he´s shooting the next one, you´re landing.
What you´re saying goes straight against the most basic laws of physics.
Where the hell do you get that a jump means hovering for 12 seconds?
All action is simultaneous.
Its "dungeons and dragons" not "crouching tiger, hidden dragon"
But if your DM lets you do that hover/flying nonsense. COol for you. I dont do that though, because its frankly retarded to assume someone can jump and stay aloft for up to 12 seconds (without magic) while a fight is going on around them.
Played a great old one warlock as a Cleric, people knew by the name Father Kristof, open a gothic looking church in some dark alley, gather up few homeless little kids, and opened an orphnage.
Once per month ritual/prayer gathering with other warlocks around the country.
Catch is, never broke the law of free cities.
Its a game with magic and dragons. You did a 1 foot jump because you can only move a set amount on your turn and you decided to rules-cheese rather than plan your jump like anyone else in the BOUND SYSTEM OF RULES.
Incorrect, your maximum potential is limited to your STR score (barring other circumstances). Jumping uses up speed, but is not limited by it. Your distance traveled in a turn is.
>That means you can move a TOTAL of the distance.
Also, again. We know, you distance in a turn is capped by your speed. You people keep bringing this up as if it had anything to do with jump distance. The question is why can't you end your turn midair and continue the jump your next turn?
Are you fucking retarded, or were you dropped as a child?
>Again, give a rule text about LANDING after jumping
For fuck's sake people, "jumping" refers to the entire action of lifting up, travelling in the air, then landing again.
According to your retarded interpretation of the PHB, because the word "landing" doesn't appear in the rules under jumping (seriously, go read the fucking manual - the only mention of landing is specifically about acrobatics checks when landing in difficult terrain) means that people fly forever once they've jumped.
That is LITERALLY what you are advocating. You are the only one hear going back to "that dead horse" because you outright refuse to read the rules and instead try to redesign the movement rules of D&D to match your idiotic weeabo-inspired flying ninja bullshit.
>Why? Because their is no rule on using up your speed after jumping
Yes, there is. Jumping is considered like any other movement, and depletes your speed just as walking or swimming would. You wouldn't float in the air literally for the reason that your jump arc would finish at the end of your speed - not that you'd suddenly be plucked from the sky. Refer back to other anon's example of jumping in real life.
>You are free to rule that you must end your move on the ground, but you'll forgive me if I take the absence of rules and apply simple physics.
There is no absence of rules - and I don't know in which universe you live in, but unless in zero-G, no person can jump horizontally for 12 seconds.
>Simply show me where it says you must land
And there you have it folks - the retard has explicitly stated it in unequivocal terms. Who needs to learn magic to cast flight, as this genius has just solved this problem. Who knew we just needed to jump?
Again. its D&D. Not real world physics.
The rules are there to create a system. Not to be misinterpreted by anyone who has overcompensation syndrome for their avatar.
Your move is bound by your speed. your speed is bound by the turn. Stop trying to be a cinematic-ego faggot and figure out new ways to make yourself shine more than the rest of your group.
>Common sense states that you don't only jump 1 foot after running for 29
You're ignoring the two parts of the player turn which influence this - first is the flat speed which you have finally acknowledged.
The second is the 6second timeframe in which a turn takes place.
You can't float across a room because just like in real life, you don't float for several seconds when you jump.
Seriously, your 29ft/1ft example is stupid and there are already mechanics in the game which address how you would do this. DASH ACTION MOTHERFUCKER, DO YOU USE IT.
>Be rogue with xbow xpert
>Want to dual wield xbows
>Want to have shield
>Sorcelock with shield can EB+Hex as much as he wants without problems outdamaging me haaaaard
Such is the life of a rogue...well, at least I'm not a monk
>Where the hell do you get that a jump means hovering for 12 seconds?
A turn is a 6 second window of time - that's simple RAW. Movement is also an abstraction based on small bursts of energy within an otherwise swirling milieu - again, this is simple RAW from the PHB.
If a jump spanned two player turns, it therefore spans a 12 second time period - this is simple maths.
>>Incorrect, your maximum potential is limited to your STR score (barring other circumstances). Jumping uses up speed, but is not limited by it. Your distance traveled in a turn is.
ok yeah, I miss-typed. My bad.
>>Also, again. We know, you distance in a turn is capped by your speed. You people keep bringing this up as if it had anything to do with jump distance. The question is why can't you end your turn midair and continue the jump your next turn?
Because you don't have the hover or flight ability.
Because dual wielding crossbows hand dangerous amounts of coolness
And +2 AC from shield was uberbroken, made you literally immortal, not even nat20s could surpass such amount of defense
"Anon, why are you jumping at the end of your turn in combat?"
"So that I can move further than my move speed allows, duh."
And that's probably why I wouldn't allow my players to 'follow' through on their 29ft run, 1ft jumps. Because combat would turn into 'everyone runs 29ft and jumps to end their turn so as to gain maximum movement'
Again, you've just proved my point with that image.
You are deliberately misunderstanding Speed and 'Jumping Distance' - thinking that when you jump, you must automatically be able to go the full 'jumping distance' at will.
Think of them like this:
Speed is your overall energy, muscle fatigue, motivation an so on. This dictates how far you can practically move/jump/swim in a single 6 second time frame (otherwise known as a turn).
'Jumping distance' is a physical limit, based on your athleticism and muscles as to how far - in theory - you could possibly jump if you were in peak physical and emotional condition. You cannot physically jump further, because your muscles are unable to propel your body.
When you jump, you see how far you COULD jump based on your muscles and training - then out of that you take how much energy/motivation/etc you currently have AT THAT MOMENT and can make a jump up to that distance.
If your legs are tired, you obviously won't be able to jump the same distance as if you were fresh as a daisy and competing on a nice safe athletics track - even though IN THEORY your training would normally let you.
You are still travelling in an arc (AS PER MY FUCKING DIAGRAM EARLIER), it's just that the total arc for this jump is small because your legs can't physically propel you that distance at that point in time. No part of this requires the character to suddenly Wiley Coyote fall at the apex of the jump.
>> What about when their is no rule? Such as landing after jumping?
>>But yea, "D&D doesn't have to make sense" is a perfectly viable reason to teleport PC's to the floor mid jump.
If jumping and then landing on another turn would be allowed then everybody should be doing it or else they aint optimized. You could be getting extra movement every round. you have to do this now, every character everywhere jumping around like kangaroos because min/max faggotry.
Congrats on making d&d into a fucking circus.
D&D isn't really built to be a high-mortality type of game, and having your players reroll characters possibly after every 3-5 dungeons will either result in them just making clones or them getting frustrated with the constant changes, let alone being incapable to fight effectively if they have to learn a new class each time. There are some optional rules for sanity which can be used for stress, but the effects will likely not be as harsh nor permanent as Darkest Dungeon's afflictions. I think there are better systems for adapting DD to a tabletop, once you can elegantly solve the high-mortality problem.
Goalposts in exactly the same situation, they've always been asking for a jump to go over two turns.
A turn has always been a 6 second window.
I'm just writing it out, so you can see how fucking stupid you are in trying to claim "physics" when what they are LITERALLY asking for is a jump which is over 12seconds in length.
The horizontal specification is to stop you retards from showing a video of someone jumping out of a plane or some other shit (which, here's a hint, is called falling - and there are rules for that in D&D)
>But yea, "D&D doesn't have to make sense" is a perfectly viable reason to teleport PC's to the floor mid jump
You are fucking retarded. No part of this requires a character to "teleport" to the floor. I have no idea where you are getting this shit - other than you (being an inbred mouthbreather) think that characters can at-will jump their theoretical maximum distance which, as I've shown with fucking diagrams, is stupid.
All that is happening is that because of the other exertion taking up speed in a round, means that the total arc for the jump is reduced - you still follow a normal trajectory, no teleporting or falling, just that this is shorter than your THEORETICAL maximum jump distance due to the exertion you made prior to the jump when you used up speed.
Jump: "to push oneself off a surface and into the air by using the muscles in one's legs and feet." Why are you adding landing to that?
>B-but in the PHB it means what I say it means!
No, anon. You can't arbitrarily decide what jumping is to me, no matter how much of a hissy fit you throw.
>According to your retarded interpretation of the PHB, because the word "landing" doesn't appear in the rules under jumping ... means that people fly forever once they've jumped.
I repeat it nice and slow.
>float in mid air
You do realize the that end of a PC's turn and the start of their next is contiguous? As in no interruption, or "floating".
I ask you for a specific rule that you claim exists, you give me a redefined definition of jump, a tantrum, ignoring sections of my posts (what happens with a long fall?), more childish vitriol, and finally nothing.
Simply show me where it says you must land
>you just need someone to have cast levitate on you to do it
that sounds dumb. what if your jump just lasts longer than 6 seconds? it's not like jumps can ONLY be six seconds.
I may need to crack the book open, but if I recall correctly, your actions don't carry over to a new round unless they explicity say so. A new round is a new initiative order and your jump (if carried) has the potential to fluctuate between 6-12 seconds based on position in that order. Thats too much variability for my games. I don't allow movement to carry over at all. Period.
what is is "floating" Do you people not understand that turns happen in a simultaneous uninterrupted timeframe? Why do you people insist that once a character ends their turn that they stand there twitting their thumbs?
>No, anon. You can't arbitrarily decide what jumping is to me, no matter how much of a hissy fit you throw.
I'm not the one throwing a hissy fit, but I'm glad you've literally come out and admitted that you're advocating that characters can fly indefinitely once they've jumped, because the rules don't include rules for landing.
I can't wait to tell a DM that I'm not going to take an acrobatics check for landing in difficult terrain, because the rules don't say I have to land. I'll just float above it, before floating away in another turn.
>I repeat it nice and slow.
It's not common sense, when it involves breaking physics, the game rules and a number of other things just so you can pretend your character is in a crappy martial arts movie.
>You do realize the that end of a PC's turn and the start of their next is contiguous?
Do you realise that they also represent 6 second "chunks" of time. Apparently not.
>Simply show me where it says you must land
You are an idiot. That's all there is to it.
Don't forget to tell your DM that you don't need to worry about Speed, as apparently your character is immune to it - watch out for "Sonic the Adventurer", whirling blue ball of death crossing countries instantaneously.
Ill say it again though.
If you allow for jumps to carry over to the next round, it implies extra movement.
Every character would have to do this from now on in order to be optimized and benefit the party better. Every character has to jump constantly if they move now.
Is that really the precedent you are going to fight for?
lets look forward to that bleak future.
>that sounds dumb
Dumber than a guy floating for six seconds?
Seriously, go look at a clock and count out 6 seconds. It's a lot longer than you think.
And you're saying that a jump of that length (if not more) is logical and/or more in keeping with physics?
Here we go, professional athletes at the peak of their game jumping. Count how long they stay airborne. Longest one I counted as about 1.5seconds. Now QUADRUPLE that time. That's what you think is happening.
Contiguous sure. But your actions don't carry over unless they explicitly say so. You have to make separate movements on separate (yet contiguous) turns. Different statuses can change this (such as falling for a few turns).
Did you miss the thread? Let me help you, my slow anon.
You can't move further than your speed in a turn. Even if you were to jump at the end of your turn, you would not move any further, simply remain "mid air" through everybody elses turn. Then, on your turn you would complete your jump, again using up your speed as you moved.
I have puppets if it helps you understand what the adults are discussing, annon.
>Do you people not understand that turns happen in a simultaneous uninterrupted timeframe?
I don't think you understand - ROUNDS happen simultaneously. Everyone in a combat acts at the same time within a 6 second window. That is the PHB definition of a turn.
The next ROUND is then the next 6 second timeframe in which activities happen simultaneously. If you then looked at them together you'd have a time period of 12 seconds of back-to-back action.
Which means if you had a jump which spanned two rounds, it would be between 6 and 12 seconds in length. The use of "floating" here, wasn't in the sense of a "hover" but rather the bizarre slow-mo jump which you are advocating.
I don't even fucking know any more. Using common sense is retarded. Not using common sense is retarded. Fuck everything. Have I tried not playing D&D?
No, that´s absolutely retarded.
You spend the biggest part of the first turn running, meaning you spend what, 1 or 2 seconds on the air?
And then you land right at the beginning of your second turn, which happens immediately after, and then you keep running or whatever.
Meaning that total you don´t get more than 2-3 seconds of air time.
In fact, the very basis of the conversation is "what if you´ve already spent most of your movement and jump RIGHT AT THE END of your turn". It makes no fucking sense to assume you´re spending the whole time in the air.
I´m starting to think you´re just shitting the thread up. Nobody can be this dense.
>floating for six seconds
why would he be floating for six seconds? turns all happen at the same time (technically). Maybe it's a fairly long jump, but I don't see any problem with Martials being able to do things that are super human.
>turns all happen at the same time (technically).
Turns within a round happen at the same time.
Rounds definitely don't - unless we're looking at some other interpretation of space-time and causality.
Which I guess could be true for someone not living in three dimensions.
As a DM, even if a allowed the carried jumps to eat up speed on a following turn, I still wouldn't allow it because of the 6 second round. Even with fixed initiative 6 seconds is too long to remain in a jump.
Jumps dont carry. A DM can fiat that, but they would be out of their minds to do so.
>thinking that when you jump, you must automatically be able to go the full 'jumping distance' at will.
Yes. No rule stats otherwise. Thus a DM must make a common sense ruling. I say momentum carries you on wards.
Your fluff reasoning is nice an all, but not based on real life body mechanics. An Olympian can easily run 29 and jump over 1 foot.
D&D rules arn't realistic, but I'll apply common sense in the absence of.
I meant turns withint he round of course. But I do like that idea for a monster who uses turns weirdly.
Why? What's wrong with Martials being able to do some crazy impressive super human feats? Especially at higher levels?
>I´m starting to think you´re just shitting the thread up. Nobody can be this dense.
You're the fucking dense one - you've literally done nothing but IGNORE RAW excerpts from the book, RAI rulings from the GUY WHO WROTE SAID BOOK all on the basis of "I think this makes more sense" and misrepresenting what other people are saying with your bullshit "teleport to the ground" idiocy.
Basically, you've just outed yourself as some Highschool weeabo who wants to play "Crouching Tiger, Hidden Dragon: The RPG", which I guess is fine in and of itself but doesn't have a place in /5eg/.
Now it's clear this stems from you thinking that rounds are instantaneous rather than over a period of 6 seconds, so jumping at the end of one would naturally flow across it (ignoring the other aspects of the game like speed which is designed to represent your characters overall physical and mental endurance - hence exhaustion impacting speed).
Each round is a burst of activity within the overall milieu of the fight - you're wanting to break this simply to try and work around the jumping rules as RAW. Even though there are options to do what you want to do - it's called a fucking DASH ACTION and they were written into the rules for these situations. I'm guessing you never actually use Dash actions though, unless just flat out running away from something because you don't understand how they work.
Then again, we've already established that you're a moron, so this shouldn't be as surprising as it seems.
So if I move 10ft, make for attacks, move another 10, bonus action to heal, sheath a weapon, then jump at the end of my turn, my jump must have taking that entire turn?
Could it be... can it be possible... even probable that the jump was made the end of the turn, and didn't last 6 secs? OMG!
Not that anon, but I'd probably just have the player commit to the length of the jump on turn 1, then have any remainder spent in round 2, forcing a dash if needed. If it made sense at the time. Because at-the-table rulings to suit the specific situation in play are more important than trying to stitch together a cohesive metaphysics for how everything always works in all situations.
This discussion is retarded. When you're out of initiative order, when time isn't segmented into 6-second durations, you can just say 'My wizard casts Jump and leaps that 40 foot gap' and no one would contradict you.
Why would entering combat change that?
>Yes. No rule stats otherwise.
Yes, they do. As fucking outlined multiple times, the rules regarding speed explicitly include jumping movement you schmuck.
Still - at least you've now admitted openly that basically you object to the rules and are making shit up for your needs rather than basing them in what is printed in black-and-white (technically black and yellow I guess).
I would, however, suggest that you look at a different system if the way rounds and movement in D&D are handled doesn't suit your ninja-flipping, leaping and prancing. There are endless systems out there many of which are designed around that sort of aerial acrobatics - you might enjoy those more as a rules base, then you can just import the fluff that you do like from D&D.
I don't like the precedent for action economy to take place across and in between rounds.
Rounds a contiguous, yet discreet sections of action and should remain so.
No carried jumps. *pumps fist*
So you'd rule that entering combat spontaneously makes you incapable of completing any task that takes longer than 6 seconds?
For instance, that any wizard in the process of casting a 10 minute ritual would immediately fail at the casting the moment his first turn in initiative order ended, even if he was successfully protected from all enemies, and could maintain his focus on the task for the entire duration?
I suppose we must then agree to disagree.
>Your gana have to back that up with a ruling, anon. Otherwise common sense prevails.
Rules explicitly state actions fit within concise turns within rounds.
You don't seem to understand how game design works - maybe your grasp of the language fails to understand the "Inclusive/Exclusive" distinction, so we'll dumb it down some more for babies-first-games-design.
Games systems, as a whole, are largely "Permissive" systems - they tell you what you CAN do within the game (i.e. You have one action in a turn. That action can be used to do x,y or z). This is done because trying to apply rulings across a "Prohibitory" system where you simply list things that you CAN'T do within the game is open to missing a lot.
Some games do go down the "Prohibitory" route, but these tend to be more down the lines of loose and rules-light systems which are intended to "go with the flow" rather than a uniform structured system.
D&D is an explicitly "Permissive" system, which just happens to have caveats that the GM can amend this as they see fit, but has clear structure and guidance for what a player can do at a given time. It's not a sim, and wasn't designed as such so saying "Oh but *I* could do that in that situation" is irrelevant.
You can take one action, one bonus action (if available) and move up to your speed during your turn. Its paraphrased, but there in the rules. Some actions may say that they carry to the next round. But its explicit. Otherwise the action takes place during the turn only. (some interactions carry over too.)
>• You can draw a weapon as part of making an attack with it.
You can already do this.
Not the guy your replying to, but I think you've hit the butthurt limit. My suggestion? Stop posting, go for a walk. Its just a game, dude.
hmm. not what I was trying to say. If an action is explicit in the language that it carries over, then it does. (such as the ritual)
otherwise, the turns are discreet. (this is imo a housekeeping convenience for the game.)
The only thing explicitly stated about the ritual cast time is that it takes 10 minutes, though. Nothing indicates how it would interact with multiple turns in combat.
Similarly, you are stated to be able to jump a given distance. Out of combat, no one would bat an eye at you just saying 'Oh, my character jumps this far.' Surely, entering combat should not change this?
Combat is merely multiple simultaneous actions abstracted into individual creatures' turns. As such, each of your turns in contiguous with your next. In this case, a ritual could be cast over multiple turns if you aren't distracted, and surely a jump should be able to occur over multiple turns as well?
Its just for combat, and the idea of carrying a jump through the end of one round to the beginning of another.
I dont think its possible via RAW, RAI, and common sense. But its up to the DM to advocate in the end.
I am for concise rounds with as few actions and other things carrying over as possible because its a turn based game (in combat). The rules are clear about the intent for movement, as were the devs on sage advice.
But...there are rules for landing? You take 1d6 damage for every ten feet you fall before you hit the ground. If you fall less than ten feet, then you take 0d6 damage and you are on the ground. Without the implication that you hit the ground, there would be no need for the 1d6 damage per ten feet.
Do you not own a copy of the PHB by any chance
It's funny to imagine a wizard jumping, starting combat IMMEDIATELY after he jumps, and not having enough speed to make the gap (now that he's in combat) so he just hits a brick wall and falls to his death.
The implication of that statement being that you can perform a continuous action over multiple turns, as long as you expend the appropriate actions each turn to do so.
Perhaps, similarly, movement?
>But please continue spouting your rhetoric, sans facts.
You're the one spouting rhetoric "sans facts" moron. You've been presented with the facts - you just choose to ignore them.
You then ask for a specific rule stating you land, which means under your interpretation of the PHB, when a character in the D&D world jumps, they never land. Ever. It's that simple.
Though the easiest way to counter your retardation is the old "about face" technique. Show me a rule where you can carry a jump or movement action over multiple turns.
You can't - oh what a shame, you're retarded.
Buh-bye, thanks for playing.
Nothing about carrying over movement to a new turn contradicts this.
You jump, end your turn mid air
Next turn, you continue your jump.
There, 2 separate "concise turns within rounds"
Good job typing out a bunch of unrelated material tho... Do you get angry that damage to HP carries over as well? Oh, its explicitly stated? If I had a nickle for everything not explicitly stated in the PHB....
Actually that interpretation IS RAW. It's also RAI.
Your martial arts movie-esque interpretation is the non-RAW/RAI ruling here. Strange that you're claiming RAW but have not posted a single link or reference to any rule in the core books to support this.
That wouldn't happen. The entire jump would have to take place during the same turn. He would either make it (because he could) or not (because he couldn't)
It is funny to think about that, but Turns, Actions, Speed, and the action economy are all spelled out in the PHB. Its not hard to figure this out.
What implication? It's an explicit, specific, rule for casting a spell which has a casting time of longer than one action.
It's not precedent for doing the same with movement, because there are specific rules already in the game covering that.
It's just an example of where muppets like you are ignoring the rulebook and trying to obfuscate the question at hand with nonsense like "But what about rituals" when there are explicit rules entirely covering the subject of these longer cast times.
Speed and movement (including jumping/running/flying/walking etc.) are all covered under the rules for movement and speed. Jumping and effects that add onto jumping are limited by the rules of movement which are limited by the overall action economy.
The abstract reference to turn order is fun for cinematic gameplay, but is trumped by the action economy and turn order.
Thats why the rules for these pages exist.
>Nothing about carrying over movement to a new turn contradicts this.
Yes, it does. There are explicit rules governing;
- Turns within Rounds
- Activities within a Turn
- Movement, Actions and (potentially) Bonus Actions within these activities
The rules governing movement explicitly state that you can't cover more distance than you have speed - no matter how you spend this movement. This permissive framework outlines exactly what you can do within a turn and how it works.
You're then trying to tack on a cross-round clause for this activity, which is nowhere in the books. All other instances of "cross-round" activities have explicit rules covering these (see: spell-casting).
>Do you get angry that damage to HP carries over as well?
I'm guessing you didn't graduate high school, as you certainly fail reading comprehension - to wit:
Damage is applied instantaneously at the moment it is inflicted. Grade A attempt at obfuscation though there little Timmy. F for effort though.
Show these facts on landing. Not movement, not jump distance, not your inflated opinion. You keep claiming facts, and when asked you repeat the same.
>Show me a rule where you can carry a jump or movement action over multiple turns.
I already said, there is none. Do you not read? In the absence of a rule, a common sense ruling by the DM is needed.
You state its RAW, you fail to provide evidence to your claim, after I tell you it's my interpretation on a missing rule, you ask me to show you the rule...
Not that guy, but if you're claiming this is just your interpretation, it is bad and nobody else should use it. Allowing a player to 'carry over' actions through turns has no precedent in the rules.
Holding your breath, hiding, climbing, and readying an attack all strike me as highly-appropriate activities from a character in D&D that should be able to carry over from the end of one round to the beginning of the next. That's just off the top of my head.
>Show these facts on landing. Not movement, not jump distance, not your inflated opinion. You keep claiming facts, and when asked you repeat the same.
That's you bub - in fact your very next sentence has you doing it again.
The fact is, jumping rules encompass the entire act of jumping. You are literally stating that when you jump, you fly, because it doesn't explicitly state you land - because for people who aren't retarded or foreign, they understand that when in a system which is affected by gravity, what goes up must come down.
There are also no explicit rules for causing someone to fall - though there are rules for fall damage. Therefore, in your world, noone will ever fall thus rendering the damage rules moot.
>I already said, there is none. Do you not read? In the absence of a rule, a common sense ruling by the DM is needed.
There is a rule though - which states you can't move further than your speed. You just don't accept that ruling, and so demand a new one from the DM.
>You state its RAW, you fail to provide evidence to your claim, after I tell you it's my interpretation on a missing rule, you ask me to show you the rule...
Which has been linked, MULTIPLE times. You're literally just sitting there with your fingers in your ears going "LALALA I CAN'T HEAR YOU" and then trying to go down the old childhood path of "Neither of us can be sure, therefore agree to disagree" even when confronted with the RAI from the guy who wrote the book himself.
In short, as said before, you're retarded and I'm guessing you've never actually got to test your nonsense in practice because no table will put up with you.
Weird and random things that don't look like they have an immediate effect. Lots of small stuff that builds up over a long period of time. The old ones are extremely old and will probably out live most fey or fiends. So they don't have to focus on the big and flashy. Hell, there actions don't even have to have ramifications in this campaign. The player might not realize what they've done till youre running them through something completely different in the same universe 500 odd some years down the road.
>jumping compasses the entire act
read a dictionary
>no explicit rules for causing someone to fall
DM common sense ruling
>There is a rule though - which states you can't move further than your speed.
I don't see fall/teleport to ground/land anywhere there. You can't point to rule that has nothing to do with the question.
>RAI from the guy that wrote the book
The answer reasserts that you cant move more than your speed, again nothing to do with falling/landing/teleporting to the floor
Oh god, where to start:
This is actually entirely up to DM ruling and height. There is no set "fall rate" as standard - spells can change this (normally reduces it to 60ft a round). The implication is that for anything which is not extreme (short of falling from an airship for example) this happens in a matter of seconds - even jumping from a skyscraper tends to impact the ground in less than 6 seconds.
There are rules for this - also explicitly covered in the movement/speed rules. In effect you cover a certain distance over a round, then reassess/look for handholds
>Readying an attack
There's a rule for that (seems to be a common theme here). Again, readying an attack is explicitly within a "round" - it won't carry over into the next round unless the action was "until your next turn" (e.g. dodge) because as the Devs explain, it'd wreck the Initiative order/advantage.
I wonder if people actually open their PHBs at all, or just go by what they think is meant to happen at any given moment.
>Not him, but I don't see why not immediately landing has to mean that you fly
If there weren't rules covering the limit of jumping distance and movement within a turn, it could in theory be a possibility.
What the other guy is basing his entire argument on though, is that there is no word "land" in the jumping rules, therefore he doesn't have to land. By that exact logic, because there is no rule for "landing", and he doesn't acknowledge it as being an inherent part of the "jump" (due to, y'know, gravity) then you literally could never land. There simply aren't rules for it - which means that once you've jumped (under his interpretation) you're doomed to float forever unless you have a means of controlled flight to bring you back down.
>read a dictionary
How about when you quote me, don't edit the word - oh look "encompass" is right there.
>DM common sense ruling
Sorry, you've been demanding RAW. There is no RAW falling rules, therefore you can't fall. There ARE explicit rules limiting jumping, which have been confirmed by the author himself - but you're choosing to ignore those.
>I don't see fall/teleport to ground/land anywhere there
Again with your made up "teleport to ground" - you have literally failed to understand anything at all to do with the basics of D&D 5e and movement, and do not understand the very simple difference between "Speed" and "Jumping Distance".
You are retarded, but I would advocate you stay in school - they might pick up on it and give you the help you need in your daily life.
>The answer reasserts that you cant move more than your speed, again nothing to do with falling/landing/teleporting to the floor
The answer explains that you can't jump further than your speed in a given turn. Which is exactly the point in question.
Can I ask what your native language is? It doesn't seem to be English, which seems to be the root of your confusion - which makes it funnier that you're trying (and failing) to argue language semantics in it.
Nah, you're the retard here buddy - Jumping is explicitly covered in the rules relating to speed and maximum distance that can be covered in a turn.
Back to school for you, need you to brush up on reading comprehension there.
So assuming you go with the "jumping goes across rounds" ruling - how do judge position?
Let's say a player is running down a corridor with two open doors on one side separated by a few feet of stone wall. He reaches the first door and jumps, and his movement allowance for that round ends when he's in between the two doors.
Everyone else then takes their turn. Do enemies on the other side of the door not get to attack the player because technically his position is behind the stone wall? Or would an enemy who had a turn immediately before that player be able to see him because by that point his jump would have taken him past the wall and into the space where he is visible through the door?
In short, do people advocating cross-round jumps:
a) expect the DM to keep tabs on where they realistically would be in their jump arc for each turn that isn't theirs
b) treat them as 'floating' for the sake of abstraction and simplicity?
Already did pal - all of them support what was said, and all of them have explicit rules governing how long they last and the implication across different rounds - which is what you were implying hadn't been made clear in the rules.
Seriously, just open your PHB and you will avoid looking like the moron that you are.
So. Me and my group want to try and play over Skype. Roll20 is shit and some have pretty bad college grade wifi.
I can I run a session via skype for a group that enjoys roleplaying, but also combat a lot.
We probably can pull off having Google Sheets and Google Excel in the background as well. We each trust each other with dice rolls so rolling irl will not be too big of an issue.
Jump spell on a Champion with 20 str. Long jumps 20+5*3, so 65-75 feet. Jump with the last 5' of your turn, float for your entire next turn or two, then land after a 12+ second hangtime. Unless you dash, then you jump the same arc but go up and back down faster.
Fortunately this doesn't happen because each foot of distance you cover with a jump costs a foot of movement. If you don't pay the cost, you don't cover the distance.
>This rule assumes that the height of your jump doesn’t matter, such as a jum p across a stream or chasm.
The assumption is that you're jumping more long than high.
>At your DM ’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as
a hedge or low wall. Otherwise, you hit it.
As most jumps would be at most 20 feet, barring magical effects, the highest you could jump is 5 feet. You would therefore be within reach of enemies on the ground.
Where magic and ridiculously long distances are concerned, you can probably be assumed to be out of reach of them, unless flying enemies are involved (in which case, why isn't your wizard casting fly?).
High jumps have no horizontal component, and the height can therefore be determined through some pretty simple addition and subtraction.
>here simply aren't rules for it - which means that once you've jumped (under his interpretation) you're doomed to float forever unless you have a means of controlled flight to bring you back down.
If your autistic yes. Fortunately its been stated multiple times that common sense ruling will include landing when appropriate.
>How about when you quote me, don't edit the word - oh look "encompass" is right there.
Ok. I was trying to make sense from your circular logic
>jumping rules encompass the entire act of jumping
Well gee, jumpin' rules are fer jumpin'. Who da known?
>There is no RAW falling rules,
>...There is a rule though...
>I already said, there is none.
>No rules stats otherwise. >Yes, they do.
And back... You go back and forth a few times, so at this point I must assume your delirious, so I'll see if I can end it soon.
Are their rules for falling after jumping?
Then the DM makes a call. In my case momentum will carry on next turn. No, the PC does not move any further, no the PC does not "float", the PC simply continues its mid air arc at the start of its next turn.
Last chance, buddy. Show me where it explicitly states a PC must FALL after its speed is just up from jumping?