It all began on the 12th April 2011, J is for Jumping, in Digging for Gems in the Dungeoneer's Survival Guide.
And continued here and here and here.
So I was pleased to see that the WSG, has jumping rules (page 39), which are directly reproduced from the Dungeoneer's Survival Guide, showing some degree of cohesion. High Jumping rules are a new addition.
The rules are based on level and describe standing broad jump, running broad jump, and high jump (which wasn't in the DSG).
I reproduce here for discussion purposes.
While level based jumping rules work in a table, provided they can be easily accessed by the DM, the rules still feel rather clunky.
Level 1-6 and can't jump a 10' gap, yet under 13 girl record is 16'. Male world record 29'.
Ideally therefore a range of 16-29 feet, for running broad jump.
Hence my obsession.
So my current stab is:
Running broad jump in feet = 2 times movement rate (if using inch scale).
0 Level = -1d6 feet
1st level and above = dexterity check to avoid -1d6 feet
eg Lvl 2 character with move 12" = running broad jump in feet = 24', roll dexterity check, if fails subtract 1d6 x1' from 24'.
I toy with exploding dice, so that if 6 is rolled, roll another d6 and subtract the total. Evil.
I allow higher strength to increase encumbrance limit, which keeps movement rate high, and allows strength to effect jump distance.
One could allow increases in distance with level if non-weapon proficiencies are used, or simply 1' for every 3 levels.
Standing broad jump in feet = half times movement rate (inch scale).
0 Level = -1d2 feet
1st level and above = dexterity check to avoid -1d2 feet
eg Lvl 2 character with move 12" = standing broad jump in feet = 6', roll dexterity check, if fails subtract 1d2 x1' from 6'.
Thoughts on jumping rules???