Calculating how high players can jump
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- t0m
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from the faq
"LEAPING/JUMPING QUESTIONS
Question: Someone asked this question in the Beyond The Supernatural forum....and I gotta say, this is a really good question.
The only place jumping distances are located to my knowledge is in the FIRST EDITION acrobatics skill. Nowhere else!! And even then, what about characters WITHOUT acrobatics??
We have a table how far a character can throw all kinds of different weights, how long they can exert themselves. But no real way of determining if a character can jump a ravine without using real-world physics knowledge. Something alot of players and GMs don't necessarily have...
Since it is hard to find (or not feasible in some people's cases) first edition books, and not really worth the money for 1 skill description. Can we have an "official" answer to this one?
Pretty please with sugar on top,
Thanks, with much love.
Answer: I believe I've seen three methods for this, though there may be more. ATB2 has a standard leaping ability listed (page 72) for different creatures, listing humans as being able to leap four feet across, three feet high without using an object, and that is increased by 50% for a full speed running start. The Heroes Unlimited GM Guide has a much more useful ruling in it's wonderfully expanded Super-Brawling Rules, where a full speed running start allows a normal character to leap one half foot for every point of P.S. long/across and half that vertically, reduced by 40% for a standing start. I've also seen (for Rifts), "For humans, figure that normal untrained characters can leap 4' high and 5' long. Characters with either the acrobatics or gymnastics skills increase their distance by 2' per level of experience (Note: This is 2' for either skill; having both skills will NOT increase the distance beyond the 2'). Modifying a character's leaping distance for physical attributes (i.e. speed, strength, and/or prowess) is an option for the individual GM." Though it's validity and location in a book are unknown.
UPDATE: According to Tinker Dragoon, the Rifts version of the Jumping Rules can be found in RMB, 12th printing or later, on page 44, bottom left corner (evidently prior to that printing, it's a picture of a SAMAS)."
happy new year
"LEAPING/JUMPING QUESTIONS
Question: Someone asked this question in the Beyond The Supernatural forum....and I gotta say, this is a really good question.
The only place jumping distances are located to my knowledge is in the FIRST EDITION acrobatics skill. Nowhere else!! And even then, what about characters WITHOUT acrobatics??
We have a table how far a character can throw all kinds of different weights, how long they can exert themselves. But no real way of determining if a character can jump a ravine without using real-world physics knowledge. Something alot of players and GMs don't necessarily have...
Since it is hard to find (or not feasible in some people's cases) first edition books, and not really worth the money for 1 skill description. Can we have an "official" answer to this one?
Pretty please with sugar on top,
Thanks, with much love.
Answer: I believe I've seen three methods for this, though there may be more. ATB2 has a standard leaping ability listed (page 72) for different creatures, listing humans as being able to leap four feet across, three feet high without using an object, and that is increased by 50% for a full speed running start. The Heroes Unlimited GM Guide has a much more useful ruling in it's wonderfully expanded Super-Brawling Rules, where a full speed running start allows a normal character to leap one half foot for every point of P.S. long/across and half that vertically, reduced by 40% for a standing start. I've also seen (for Rifts), "For humans, figure that normal untrained characters can leap 4' high and 5' long. Characters with either the acrobatics or gymnastics skills increase their distance by 2' per level of experience (Note: This is 2' for either skill; having both skills will NOT increase the distance beyond the 2'). Modifying a character's leaping distance for physical attributes (i.e. speed, strength, and/or prowess) is an option for the individual GM." Though it's validity and location in a book are unknown.
UPDATE: According to Tinker Dragoon, the Rifts version of the Jumping Rules can be found in RMB, 12th printing or later, on page 44, bottom left corner (evidently prior to that printing, it's a picture of a SAMAS)."
happy new year
- t0m
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(i was in too much of a rush to add this to my previous reply)
i use the heroes rules as presented here in the faq, but i add the characters ps or pp bonus (if they have one, if they have both i use the higher one) in feet to the total.
sometimes it seems out of balance that one guy can barely jump across a ditch, when another guy (same lvl) could jump over him and the ditch in one go (with a flip to top it off )...but i like having the characters really excel at what they do.
i use the heroes rules as presented here in the faq, but i add the characters ps or pp bonus (if they have one, if they have both i use the higher one) in feet to the total.
sometimes it seems out of balance that one guy can barely jump across a ditch, when another guy (same lvl) could jump over him and the ditch in one go (with a flip to top it off )...but i like having the characters really excel at what they do.
- t0m
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i agree, but its hard to convince a player with a huge ps bonus that hes not able to jump farther than a little wimpy guy. the argument does kinda make sense...i justify it (to myself) that people with high ps, pp, and spd, are more athletic than the rest of us, and thus, excel at physical activities.
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I primarily play PF, but in the skills listed within it that relate to jumping, it always starts with a base and adds 2 feet per level. I've always assumed that that base is the standard distance for an unskilled jumper. (I believe it was five feet high and six feet long.) However, I've always been a little concerned at how much they increase in distance with levels, as high level characters wind up able to jump quite a great distance, which I've always had a problem with. Of course, that just means I don't allow the skill to advance that much in my games, but I agree that the jumping/leaping rules are a little vague.
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- Nemo235
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t0m wrote:arent cyborg legs in a different strength category than regular humans?
Yeah. I was just saying maybe use the SPD attribute somehow in the calculation for jumping, because that seems to be what the cyborg jump is based on. The faster the 'borg can run, the further/higher it can jump.
And those examples in the book make no mention of PS or PP at all.
- bigbobsr6000
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This should answer your questions.
viewtopic.php?p=1574325#1574325
Hope this helps, Big Bob...........................
viewtopic.php?p=1574325#1574325
Hope this helps, Big Bob...........................
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- bigbobsr6000
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PALLADIUM™ UNASISSTED JUMPING/LEAPING SKILL
House Rule
Based on an average human can, from standing position; jump 4 feet high and 5 feet long. Gymnastics Skill and/or Acrobatics Skill add +2 feet. Cannot combine both, +2 feet is max.
Jump Skill base is 50% +2% per level of experience.
Physical Attributes that affect the Jump Skill: PS + PP bonuses add them together divide the result by 2 then round down to whole number. Change this number to a percentile and add to Jump Skill base of 50%. This is the adjusted Jump Skill base for that character. Strength and dexterity are both important in jumping long/high distances.
1. -1 % per six inches rounded up beyond the height/length base.
2. Jumping from a running start: Full run adds +50% feet for long and +40% to feet for height added to base jump in feet. This just increases the distance able to jump does not imply auto-success. For base height = 5.5 feet, length = 7.5 feet. This then is the “new base” for the Jump Skill check.
3. Jumping while encumbered: The Jump Skill check is decreased by –5% per 10 pounds of gear weight rounded up.
4. Based on varying speeds: Jumper gains +5% bonus to Jump Skill per each increment of 10 in speed rounded down when jumping from a running start.
5. High jumping: 1-4 applies.
6. Jumping down from a height: Players rolls 1d20, if they don’t roll a 1, ignore first 20 feet of fall damage.
Ex #1: Miller, a 1st level character, wants to attempt to jump a crevice. The gap is 13.5 feet wide. He has the Gymnastic Skill this makes his base jump distance 10.5 feet. (5 feet base +2 feet from Gymnastics and +3.5 feet gained from 50% increase due to a running start.). 13.5 ft is 3.5 ft short of his base long jump, but he thinks he can make it with a running start. He has a Speed of 32. He is also encumbered with 65 lbs of gear. His Jump skill is at 50% + (PS bonus + PP bonus = total/2 = one time bonus added to Jump Skill). His PS bonus is 4, his PP bonus is 5. So, (4+5 = 9/2 = 4.5 = 4%). His Jump Skill is 50%+4% = 54%.
Step 1. Figure bonuses to Jump, if any. Speed of 32 adds +15% (SPD 32/10 = 3.2=3 x 5% = +15%).
Step 2. Jump Skill 54% + 15% = 69% chance.
Step 3. Figure penalties to Jump, if any. 3.5ft is beyond new base of 10.5 ft = -7% (3.5ft x 12in = 42in/6 = 7 x -1% = -7%)
65lbs of encumbrance = -35% encumbrance penalty. (65lbs/10 = 6.5 = 7 x -5% = -35% penalty).
Total penalty = -7% (additional distance) + -35% (encumbrance) = -42%
Step 4. Figure final Jump Skill percent chance. 69% w/bonuses – 42% penalty = final Jump Skill chance of 27%
success.
EX #2 Miller decides to ditch most of his gear as CS grunts are closing in. He discards 55lbs, runs and jumps. His new chance of success is: 69% - 7% distance penalty = 62% and –5% new encumbrance penalty = 57% chance of success. He rolls a 55% just barely clearing the distance and quickly out distance the CS grunts. After seeing one of their own fall to his death in an attempt to jump the crevice.
As always feel free to use and abuse, Big Bob................
NOTE: Edited, math was off.
House Rule
Based on an average human can, from standing position; jump 4 feet high and 5 feet long. Gymnastics Skill and/or Acrobatics Skill add +2 feet. Cannot combine both, +2 feet is max.
Jump Skill base is 50% +2% per level of experience.
Physical Attributes that affect the Jump Skill: PS + PP bonuses add them together divide the result by 2 then round down to whole number. Change this number to a percentile and add to Jump Skill base of 50%. This is the adjusted Jump Skill base for that character. Strength and dexterity are both important in jumping long/high distances.
1. -1 % per six inches rounded up beyond the height/length base.
2. Jumping from a running start: Full run adds +50% feet for long and +40% to feet for height added to base jump in feet. This just increases the distance able to jump does not imply auto-success. For base height = 5.5 feet, length = 7.5 feet. This then is the “new base” for the Jump Skill check.
3. Jumping while encumbered: The Jump Skill check is decreased by –5% per 10 pounds of gear weight rounded up.
4. Based on varying speeds: Jumper gains +5% bonus to Jump Skill per each increment of 10 in speed rounded down when jumping from a running start.
5. High jumping: 1-4 applies.
6. Jumping down from a height: Players rolls 1d20, if they don’t roll a 1, ignore first 20 feet of fall damage.
Ex #1: Miller, a 1st level character, wants to attempt to jump a crevice. The gap is 13.5 feet wide. He has the Gymnastic Skill this makes his base jump distance 10.5 feet. (5 feet base +2 feet from Gymnastics and +3.5 feet gained from 50% increase due to a running start.). 13.5 ft is 3.5 ft short of his base long jump, but he thinks he can make it with a running start. He has a Speed of 32. He is also encumbered with 65 lbs of gear. His Jump skill is at 50% + (PS bonus + PP bonus = total/2 = one time bonus added to Jump Skill). His PS bonus is 4, his PP bonus is 5. So, (4+5 = 9/2 = 4.5 = 4%). His Jump Skill is 50%+4% = 54%.
Step 1. Figure bonuses to Jump, if any. Speed of 32 adds +15% (SPD 32/10 = 3.2=3 x 5% = +15%).
Step 2. Jump Skill 54% + 15% = 69% chance.
Step 3. Figure penalties to Jump, if any. 3.5ft is beyond new base of 10.5 ft = -7% (3.5ft x 12in = 42in/6 = 7 x -1% = -7%)
65lbs of encumbrance = -35% encumbrance penalty. (65lbs/10 = 6.5 = 7 x -5% = -35% penalty).
Total penalty = -7% (additional distance) + -35% (encumbrance) = -42%
Step 4. Figure final Jump Skill percent chance. 69% w/bonuses – 42% penalty = final Jump Skill chance of 27%
success.
EX #2 Miller decides to ditch most of his gear as CS grunts are closing in. He discards 55lbs, runs and jumps. His new chance of success is: 69% - 7% distance penalty = 62% and –5% new encumbrance penalty = 57% chance of success. He rolls a 55% just barely clearing the distance and quickly out distance the CS grunts. After seeing one of their own fall to his death in an attempt to jump the crevice.
As always feel free to use and abuse, Big Bob................
NOTE: Edited, math was off.
Mephisto: You have some morbid fantasies. I like it (okay)
pblackcrow:"If anyone deserves this it's you! (thwak) LOL...All in fun."
Natasha: Bob you're deadly. I like it.
Misfit KotLD: You're Gamer Bi-Polar.
Sanford: Excellent concept, Big Bob!
sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.
pblackcrow:"If anyone deserves this it's you! (thwak) LOL...All in fun."
Natasha: Bob you're deadly. I like it.
Misfit KotLD: You're Gamer Bi-Polar.
Sanford: Excellent concept, Big Bob!
sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.