[RPG] Does this tweak to Jumping rules have any pitfalls or problematic interactions

dnd-5ehouse-rulesmovement

My players and I were long ago accustomed to the D&D 3.5e ruleset, but now comfortably enjoy 5e's simplicity. Still, there are some rules that we preferred from the previous system that we felt was handled less satisfyingly in 5e. While it doesn't come up often, jumping is one of those rules. 5e's system is straightforward and easy to understand, but leads to guaranteed results with no chance of failure, and it is unintuitive to us that proficiency in Athletics doesn't in any way help jumping. Also, my players and I like rolling dice. For this reason, I have brought forward the 3.5e Jump rules:

When you jump a distance or a height, make an athletics check. A running jump travels a distance up to the result of the check in feet, and up to ¼ of the result in height. From a standing jump, the check's result is halved. The Champion’s Remarkable Athlete ability grants advantage on this check rather than an increase in distance. Multiplying effects like Step of the Wind and the Jump spell multiply the result of this check.
For example, with an Athletics check result of 20, a running jump may travel up to 20 feet in distance and 5 feet in height, and a standing jump travels up to 10 feet in distance and 2 feet in height.

A running jump is defined, as in 5e, as 10 feet of movement in a straight line immediately prior to the jump.

In practice, this means that players declare where they intend on jumping to, roll the dice, and then see how far they make it. This uncertain result leads to jumps being seen as an actual hazard, which causes the party to consider backup plans and safety measures for certain perilous jumps rather than treating 10-foot holes as meaningless terrain features that any gnome can consistently clear.

Looking at the numbers, it seems like the expected value (EV) of rolling versus baseline 5e rules is similar or slightly lower (10.5 EV vs 10 base), with a greater difference felt by high Strength characters (13.5 EV vs 16 base) but proficiency in Athletics closes this gap (15.5 vs 16 at level 1, 18.5 vs 18 at level 9). Expertise in Athletics of course increases the EV beyond the base rules. These numbers seem perfectly reasonable to me.

Are there any potential pitfalls* with this house rule? Are there any interactions with other abilities or game effects that might become difficult to reconcile with this change?

*(pun intended, I won't lie to you)

Best Answer

Jumping is just much less reliable (and may produce weird results)

That's ultimately what this comes down to. Given how very bad missing a jump can be if you're jumping over something very deep...this can turn into a "Roll well or die" situation. And because jumping is now never reliable in how far you go, the risk gets much higher.

The 'practical' issue I could see coming up is that binding the number of feet you can jump to a d20 roll results in a very, very large swing in how long of a distance you can jump. If your Zero Str Wizard makes that Athletics check and rolls a 2, they may end up jumping a shorter distance than they could have stepped. Or you could have the absurdity of the massively physically fit Fighter only managing to jump 6', while the gangly, scrawny Wizard launches off into a massive 20' bound.

If you're okay with this...and with "Jumping" slotting into the same domain as, say, a Stealth check where it's possible for the high-Stealth Rogue to flub their check and do terribly, but the Barbarian rolls a 20...then go for it. I see no actual mechanical issues. Just the oddity of how dramatically something as straightforward as jumping can swing...it's usually something people are pretty consistent at--not something that swings by 20' depending on the attempt.

Partial Frame Challenge/Experience

This is just how I run things, and my players have generally been happy with it. Yours might not be because, as you said, you and your players like rolling dice.

As a general rule, I don't call for a skill check if something is not a challenge. A Rogue with Expertise in Stealth sneaking past some ordinary guards? I don't even ask them to roll.

IRL, people generally have a pretty reliable distance that they can jump. You could represent this by putting a 'floor' on a character's jump distance...a distance they can always jump without needing a check.

Personally, I set it that if your Str score says you can make that jump, you can make the jump. If you want to jump further than your Str score allows, make an Athletics check with a DC based on how hard I think it'd be to get that extra distance (I don't bind it directly to feet jumped--it's "did you make it or did you not?").

Perhaps, as a suggestion to balance the two...you could set a floor that a character can reliably jump half their Str score in feet. If they want to go further than that, make an Athletics check. If you want to keep it bound to feet...then either do it as-is, but keeping the Floor in place (so if you have Str 10, no proficiency, but roll a 1...you still jump 5 feet). Or maybe go "Floor plus half your Athletics check" if you want a more reliable increase from 'pushing it.'