jumping

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
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kevsurp
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jumping

Postby kevsurp » Sat Apr 21, 2012 12:25 pm

ok this came up at my last game session

how do you handle jumping without great leap?

my players were trying to jump over a trap section of floor and none of them have great leap and the skill doesn't allow default use.

arma
Posts: 292
Joined: Mon Nov 21, 2011 11:30 am
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Re: jumping

Postby arma » Sat Apr 21, 2012 1:03 pm

Ah, been meaning to get back to this.
You can just use great leap from the principle of it, but the problem for defaulting is that defaulting normally applies a result level modifier, and that can't really applied to rolls without difficulty numbers. So the question is what to use.
Maybe apply initiative penalties when defaulting only, or Harried, or a flat modifier.
Best kaer anywhere.

galafrone
Posts: 289
Joined: Fri Dec 02, 2011 9:28 pm
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Re: jumping

Postby galafrone » Sat Apr 21, 2012 11:04 pm

i define the distance in meters [(high + long) then add
+0 if the player has a decided for a RUN move (he doesnt do that, he just jump with some start)
or
+ 1 if he has chosen a simple move (same as above, the move is in effect the jump)
or
+ 2 if he has to jump with no start (like he is surprised by a trap or something like that)
as the difficulty number
that difficulty number is the object of a DEX roll (with modifiers for initiative penalty)


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