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Matthias777
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PostPosted: Thu Dec 08, 2011 6:06 pm    Post subject: Jumping Reply with quote

This is stemming from a discussion on Force Jumping, which led to a desire for a difficulty table for jumping without the aid of the Force.

Basically I figured that you'd have rules for horizontal leaps, rules for vertical jumps, and if you needed to combine the two, simply adding the two together (for an increasing-altitude leap) would give you your difficulty number. There are of course some modifiers that can come into play. On the modifiers, I will say this: in a tabletop game I might just wing it and use my best judgement on the modifiers instead of doing any math, but in a PbP or PBeM setting you don't have to worry about a few seconds of lost time to figuring them up. To each their own.

First, we have rules for horizontal leaps.



Second, there is a character's vertical jump ability. The "vertical jump" denotes one's ability to raise their center of gravity on a vertical plane without taking any steps before the jump.



Modifiers
The modifiers below apply whenever a character decides to land or catch themselves any other way than landing on their feet standing at full height.

Add 125% of the character's height to their jump to find the height at which they can successfully grab onto something without a running start. For example, if a character successfully jumps 35 centimeters vertically, and is 1.8m tall, they would be able to grab onto something with a height of 2.6m (1.8 x 1.25 = 2.25 + 0.35 = 2.6). This does not have to determine whether or not they succeed in hanging on if you (as the GM) don't want it to. For determining difficulty numbers, subtract 125% of the character's height from the height of what they are attempting to grab onto. For example, a character is in an elevator and wants to jump and grab onto the edge of the open access port so that he can climb up onto the roof. The edge of the access port is at a height of 2.4 meters, and the character is 1.8 meters tall. The Gamemaster calculates that 125% of the character's height is 2.25 meters, and subtracts that amount from the height of the access port. He then assigns a difficulty of 4 based on the resulting height of 0.15 meters; 15 centimeters is a Very Easy jump.

Add 145% of the character's height to their jump to find the height at which they can successfully grab onto something with a running start. For example, if a character successfully jumps 35 centimeters vertically, and is 1.8m tall, they would be able to grab onto something with a height of 2.96m (1.8 x 1.45 = 2.61 + 0.35 = 2.96). This does not have to determine whether or not they succeed in hanging on if you (as the GM) don't want it to. For determining difficulty numbers, subtract 145% of the character's height from the height of what they are attempting to grab onto.

Add 85% of the character's height to their jump to find the height at which they can successfully catch themselves by getting their arms and elbows onto a surface without a running start. For example, if a character successfully jumps 35 centimeters vertically, and is 1.8m tall, they would be able to get their arms and elbows onto something with a height of 1.88m (1.8 x 0.85 = 1.53 + 0.35 = 1.88 ). This does not have to determine whether or not they succeed in hanging on if you (as the GM) don't want it to. For determining difficulty numbers, subtract 85% of the character's height from the height of what they are attempting to grab onto.

Add 105% of the character's height to their jump to find the height at which they can successfully catch themselves by getting their arms and elbows onto a surface with a running start. For example, if a character successfully jumps 35 centimeters vertically, and is 1.8m tall, they would be able to get their arms and elbows onto something with a height of 2.24m (1.8 x 0.85 = 1.89 + 0.35 = 2.24). This does not have to determine whether or not they succeed in hanging on if you (as the GM) don't want it to. For determining difficulty numbers, subtract 105% of the character's height from the height of what they are attempting to grab onto.

Add 40% of the character's height to their jump to find the height at which they can successfully jump onto a surface, landing in a crouch on their feet without a running start. For example, if a character successfully jumps 35 centimeters vertically, and is 1.8m tall, they would be able to jump up and onto a platform with a height of 1.07m (1.8 x 0.4 = 0.72 + 0.35 = 1.07). For determining difficulty numbers, subtract 40% of the character's height from the height of that onto which they are attempting to jump.

Add 60% of the character's height to their jump to find the height at which they can successfully jump onto a surface, landing in a crouch on their feet with a running start. For example, if a character successfully jumps 35 centimeters vertically, and is 1.8m tall, they would be able to jump up and onto a platform with a height of 1.43m (1.8 x 0.6 = 1.08 + 0.35 = 1.43). For determining difficulty numbers, subtract 60% of the character's height from the height of that onto which they are attempting to jump.

Combination Horizontal/Vertical Jumps
For increasing-altitude long jumps (e.g. - jumping across a chasm and onto a taller ledge), simply add the horizontal jump difficulty (after calculating modifiers) to the vertical jump difficulty (after calculating modifiers). For decreasing-altitude long jumps (e.g. jumping across a chasm to a ledge below), add the horizontal and vertical jump difficulties together, then decrease the difficulty by 3 for every meter that the landing surface is below the surface being jumped from. This may not decrease the difficulty by more than 10. Falling damage may apply, but is not covered under this skill/house rule.

-----------------------------------------------------------------------------------------------------------------------

I realize that the "running start" modifiers are absolutes, and don't differentiate between two steps before the leap, or twenty. The difficulty numbers I came up with take this into consideration; if you wanted to add accuracy/realism in the form of a "running start distance/steps taken" modifier, you'd probably want to rework the difficulty numbers themselves. The only real reason behind me choosing do it this way is that I chose not to make it any more complicated than I already had; I know I've probably already crossed the threshold for "complicated" for most people anyway. I also realize that if you tried to apply this to actual real-world professional athletes, it would be pretty inaccurate. Vertical jump records are in the 125-145cm range, but those record-holders don't make boxjump records. Conversely, boxjump record holders are also in the 125-145cm range, but don't make vertical jump records. You would think that a vertical jumper that can jump 140cm off of the floor could just tuck his legs and make a 210cm boxjump easily, but they (apparently) can't. I don't have any ideas for making this system perfect, even if I didn't mind making it insanely complicated. If anyone knows how to come up with more accurate numbers with fairly simple methods, please tell me. Basically what I've tried to do is make the system usable for characters that aren't NBA all-stars or Olympic medalists.

This actually turned out to be a lot more work than I thought it would be, but I think I may have finally gotten it straight. I'm a little cross-eyed from looking at this, though, so feel free to tell me where I may have screwed up.
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Fallon Kell
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PostPosted: Thu Dec 08, 2011 10:34 pm    Post subject: Reply with quote

I like the rules, but as far as humans go, I think the difficulties of the large vertical jumps may be too low. I can't think of anyone jumping so much as a full meter vertically from a standstill.
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Matthias777
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PostPosted: Fri Dec 09, 2011 1:28 am    Post subject: Reply with quote

Fallon Kell wrote:
I like the rules, but as far as humans go, I think the difficulties of the large vertical jumps may be too low. I can't think of anyone jumping so much as a full meter vertically from a standstill.

Thanks! I did try to pay a lot of attention to what I was making the difficulties, so let me explain how I got those numbers. A vertical jump height of 100cm would have a difficulty of 33 according to my table, which by my estimation, would take a skill level of 9D+1 to achieve regularly (I calculate "regular" rolls as [(3.5 x dice) + pips = regular roll]). According to the RAW, a skill level of 8D is "among the best on a planet; 1 in 100 million people have this skill level" and 9D is "among the best for several systems in the immediate area; 1 in 1 billion people have this skill level". Unfortunately Guinness doesn't record this particular type of jump, at least not that I could find, but I did my best at researching "confirmed" vertical jump records to use as a baseline on the top end (10D+). Your post prompted me to go back and do a little more digging. I did find that some of the jump data I was using for a top end baseline wasn't what I thought it was---a "No Step Vertical Jump" stat (pulled from NBA draft data) isn't necessarily a standstill jump; players are allowed to step with one foot as long as their pivot foot remains stationary. So that brought down the top end a little, in my estimation. So here's what I do know: Gerald Sensabaugh, a player for the Dallas Cowboys, has a confirmed and documented (for the NFL combine) vertical jump height of 46" (117 cm). The NFL combine's "vertical jump" is from a flat-footed standstill, exactly what we're looking for with these difficulty numbers. Here's a video (of a different player; his vertical jump is "only" 41") showing exactly what this test consists of. So I think we can safely say that our top-end baseline is (rounded to the nearest 5cm) 120cm; I'll call Gerald Sensabaugh's skill level as 10D ("one of the best in a sector"). And this is his documented record, not his average; though he may on occasion jump a little higher, this is the "confirmed and documented by NFL officials" record. So we'll say that he rolled really well; if we give him an average of 4.25 for everything but the Wild Die, a six on the Wild Die, then a 5 when he re-rolls the Wild Die, he'll make 117cm (total roll of 49) using this new difficulty table (assuming that "Heroic +10" is a difficulty range of 41-50 with values of 101cm-120cm):



How's that? I don't think that you have to worry about a PC putting nearly that much into their Jumping skill, but I still want it to be accurate. Very Happy
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PostPosted: Fri Dec 09, 2011 4:46 am    Post subject: Reply with quote

That looks good, or at least as good as you can get with a system that varies so wildly in results between a lucky roll and an unlucky one with 6 dice or more. (Seeing as a lucky vertical jump and an unlucky one would probably vary by maybe a hand's breadth at maximum...) I wonder if treating those massive vertical jumps like the ones in the videos as prepared actions (+1D) would help, too?
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PostPosted: Fri Dec 09, 2011 8:30 am    Post subject: Reply with quote

Fallon Kell wrote:
That looks good, or at least as good as you can get with a system that varies so wildly in results between a lucky roll and an unlucky one with 6 dice or more. (Seeing as a lucky vertical jump and an unlucky one would probably vary by maybe a hand's breadth at maximum...) I wonder if treating those massive vertical jumps like the ones in the videos as prepared actions (+1D) would help, too?

I didn't even think of that, but you're right. I was thinking, though, and I came to a conclusion that would kind of counterbalance that out, incidentally.

I think Sensabaugh's skill level should be 9D, not 10D; he's closer to the best out of a billion rather than out of ten billion. He wasn't the best I could find, he was the best I could find doing a specific test a specific way that was documented and confirmed by officials trying to determine statistics for American football. He's not a professional jumper like an Olympic competitor would be (if this specific type of vertical jump was in the Olympics), he's a professional football player. If you looked through those videos, there was at least one other guy with a 46" vertical jump (Jameson something?), and probably others with slightly higher jumps. But I trust the NFL combine to be certified beyond the shadow of a doubt, so I went with Sensabaugh's record as the top end baseline.

Anyway, thanks for the feedback on this. I feel like (hope!) it's something that will be more accurate than anyone would find necessary in their games, and now we kind of have a frame of reference for things like Force Jump, which is what spawned this little project in the first place.

I don't know if it warrants its own thread, but I think that Climbing and Jumping should be separate skills, especially once you consider the scope of all that Jumping covers. I split them up, personally; it's not like there's an overabundance of Strength skills to begin with.
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PostPosted: Tue Dec 13, 2011 5:37 am    Post subject: Reply with quote

Thanks for that, one of mine and my player main concerns was a lack of comparison to force aided/unaided jumping.

so "like button"
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PostPosted: Tue Dec 13, 2011 8:20 am    Post subject: Reply with quote

Hmm, too much information Laughing

To each their own of course, but when it comes to jumping the SW D6 rule of thumb excel in my games... Wink
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PostPosted: Tue Dec 13, 2011 1:25 pm    Post subject: Reply with quote

ZzaphodD wrote:
Hmm, too much information Laughing

To each their own of course, but when it comes to jumping the SW D6 rule of thumb excel in my games... Wink

Too much information? What's that? I realize that for a lot of people, what I've come up with is too complex for them to want to use. What I've tried to do is come up with something that's as accurate as possible given the format, and you can ballpark a simpler version based on it. Previously, there was no sense of what an accurate difficulty number for anything should be. I know that I and a couple of others will actually use this system, but most people aren't nearly as OCD and for them, I just want the information to be there so that they can have the knowledge of what goes into it to come up with very quick difficulty numbers off of the top of their head that will be halfway accurate. This ruleset also serves to give players and GMs a frame of reference for the Force Jump power, as well.
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PostPosted: Tue Dec 13, 2011 3:46 pm    Post subject: Reply with quote

Matthias777 wrote:
ZzaphodD wrote:
Hmm, too much information Laughing

To each their own of course, but when it comes to jumping the SW D6 rule of thumb excel in my games... Wink

Too much information? What's that? I realize that for a lot of people, what I've come up with is too complex for them to want to use. What I've tried to do is come up with something that's as accurate as possible given the format, and you can ballpark a simpler version based on it. Previously, there was no sense of what an accurate difficulty number for anything should be. I know that I and a couple of others will actually use this system, but most people aren't nearly as OCD and for them, I just want the information to be there so that they can have the knowledge of what goes into it to come up with very quick difficulty numbers off of the top of their head that will be halfway accurate. This ruleset also serves to give players and GMs a frame of reference for the Force Jump power, as well.


It wasnt really critizism of the rules per se, but IMO it was too much looking up stuff to perform a simple jump. In the same way I feel that the 'current' (fan-made) popular force jump is unvieldly as well.
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PostPosted: Tue Dec 13, 2011 5:19 pm    Post subject: Reply with quote

ZzaphodD wrote:
It wasnt really critizism of the rules per se, but IMO it was too much looking up stuff to perform a simple jump. In the same way I feel that the 'current' (fan-made) popular force jump is unvieldly as well.
Requiring two table look ups is more cumbersome than I would like but I can see why one might want to combine jumping skill with alter for a force jump. It seems like a Jedi with a good jumping skill should be better at force jump than one with a poor jumping skill - alter skills being about equal.
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PostPosted: Tue Dec 13, 2011 5:40 pm    Post subject: Reply with quote

ZzaphodD wrote:

It wasnt really critizism of the rules per se, but IMO it was too much looking up stuff to perform a simple jump. In the same way I feel that the 'current' (fan-made) popular force jump is unvieldly as well.


Oh, man. You should have seen what it was before I convinced folks to trim it down! I'll see if I can go back through the threads and find it. But it was a matter of compromise. I voted for simpler, other voices were for expanding the power. In the end, we wound up hitting it somewhere in the middle.
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PostPosted: Tue Dec 13, 2011 9:08 pm    Post subject: Reply with quote

Bren wrote:
ZzaphodD wrote:
It wasnt really critizism of the rules per se, but IMO it was too much looking up stuff to perform a simple jump. In the same way I feel that the 'current' (fan-made) popular force jump is unvieldly as well.
Requiring two table look ups is more cumbersome than I would like but I can see why one might want to combine jumping skill with alter for a force jump. It seems like a Jedi with a good jumping skill should be better at force jump than one with a poor jumping skill - alter skills being about equal.


Id use the jumping skill for 'landing' in tricky situations... Other than that I feel that leg muscles that normally allows the world champion to jump 1,4 meters was it isnt much use..
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PostPosted: Tue Dec 13, 2011 10:22 pm    Post subject: Reply with quote

cheshire wrote:
ZzaphodD wrote:

It wasnt really critizism of the rules per se, but IMO it was too much looking up stuff to perform a simple jump. In the same way I feel that the 'current' (fan-made) popular force jump is unvieldly as well.


Oh, man. You should have seen what it was before I convinced folks to trim it down! I'll see if I can go back through the threads and find it. But it was a matter of compromise. I voted for simpler, other voices were for expanding the power. In the end, we wound up hitting it somewhere in the middle.


I vaguely remember that discussion... it was interesting.
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PostPosted: Wed Dec 14, 2011 11:55 am    Post subject: Reply with quote

Totally with zaphod on this one. I'm all for extrapolation of stamina difficulties for various physical and environmental conditions because it helps place various armour and envirosuit modifications and personal equipment into a usable gaming context.

But jumping, it can be as generalised as the RAW and should be, because it so very much relies on circumstantial GM ruling.
A Kalihari bushman gets 1.2m on the go easy without even bending his knees after about 5mins of bouncing away in prep for a hunt, I've watched them do this. A 15yr old yank kid who leapt up from his Wii to try something athletic is gonna be heroic managing 15cm without a trampoline, forget it if he's a burger king junkie like most, feller'll be lucky to survive the excitement.

My sentiment is that if it has a bearing on how technology is used in the game then okay, within reason. But if it's gonna make me stop the action and look up tables in the middle of a firefight over some mundane leaping over tables forget it. Just roll the dodge and if you've gotta leap over a table on the way so long as you're not trying to do anything trick with the manoeuvre, I'm just ruling a basic environmental difficulty to keep the action rolling.
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