Talk:Jump Speed (3.5e Creature Ability)

I am a little confused. Any time you wish to use your Jump ability, you must make a DC 20 jump check, and if you fail you have to jump like a regular person? The Dire Reverend 09:32, 17 November 2011 (UTC)

I like this ability.
I suggest we keep it. Maybe it could be adopted, altered and explained more. The Dire Reverend 23:03, 5 February 2012 (UTC)


 * It's yours then. - Tarkisflux Talk 23:20, 5 February 2012 (UTC)


 * Since it's so rare, it would probably be reasonable to delete the creature ability and leave the feat, unless someone really needs to have a Jump speed that isn't equal to their base land speed, for some reason.
 * Also, Clumsy maneuverability has all sorts of turning options that are pretty silly when jumping - I suggest rules more like "You can use your base move speed to move without touching the ground, but only in straight lines between surfaces that you can successfully balance on. If you end your turn in the air, you fall." --Foxwarrior 23:22, 5 February 2012 (UTC)
 * Opinion on what I did? Also can you use the run action with other movements than just land? (swim, fly, climb, etc.) The Dire Reverend 04:35, 6 February 2012 (UTC)


 * It looks about right. Oddly enough, the fact that you can run with swim and fly speeds but not with climb and burrow speeds is listed in the creature abilities, so you should probably state whether it's possible to run with a Jump speed --Foxwarrior 04:41, 6 February 2012 (UTC)


 * Should I make it so that if you make a horizontal jump, you make an arc 1/4 of the length, like the jump skill? The Dire Reverend 20:35, 22 February 2012 (UTC)


 * If you like. --Foxwarrior 00:00, 23 February 2012 (UTC)

Ideas
I was thinking of some ideas: Opinions? The Dire Reverend 13:30, 30 June 2012 (UTC)
 * As part of the jump speed ability: If you begin a turn off the ground but adjacent to a solid surface, you can avoid falling down at the beginning of your turn by pushing off of the surface and using your jump speed that turn.
 * A feat or some ability that prevents you from falling if you use your Jump Speed on your next turn (a sort of double jump ability). It could only be used once every two rounds, making it so that you cannot continually stay in the air with a Jump Speed.


 * So you can push off of walls while you're falling next to them? Or so you can jump up along walls to somehow perfectly counteract gravity independent of how fast your Jump speed already is?
 * Double jumps are cool; it's kind of unusual to wait an entire 6 seconds between them though. --Foxwarrior 17:27, 2 July 2012 (UTC)