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 Post subject: Making leaping jumping and climbing more realistic
PostPosted: Tue Mar 26, 2013 9:58 pm 
Elven Warrior
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It has come to my attention that Leaping is really unrealistic
why is it that a model can only leap up to twice its height leangthways?
If this is the case a character meant to be 1.80m will only be able to leap up to 3.60m across
I am happen to be that specific height yet I can can clear 5m gaps
I suggest that we create a more realistic rule to cover this issue.

perhaps we could have up to half the move of the model as the maximum leap distance this could be resolved

please pitch in

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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Tue Mar 26, 2013 10:29 pm 
Elven Elder
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its a game. Logic and realism are two things GW brush over when designing rules.

That's my pitch...

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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Tue Mar 26, 2013 10:42 pm 
Elven Warrior
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It just seems weird how by their way(unathletic at best) I can jump further than a goblin who spends it whole life doing so
http://www.youtube.com/watch?v=D2tC91NAdBk
thats me btw

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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Wed Mar 27, 2013 3:08 am 
Loremaster
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Maybe armour and weapon weights has a factor?
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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Wed Mar 27, 2013 2:52 pm 
Kinsman
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refilm that video in chainmail and armour carrying weapons and get back to us....

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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Wed Mar 27, 2013 3:25 pm 
Elven Warrior
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sure why not, my point still stands as armoured warriors in middle earth should be able to leap as far as I can without armour.
I also think that falling over twice your own height shouldn't cause you damage, even if you don't roll when landing unless you have been knocked prone prior.

So how does this sound, when determining the distance of a leap, roll a D6 and add up the height of the model, that is the amount of inches the leap distance of the model for that turn also take into account the following penalties
+1 for cave dwellers
-1 for wearing armour
-1 for carrying a two handed weapon or shield
-1 for carrying a heavy object or banner
-2 for wearing heavy armour
A model may not attempt to leap a distance greater than it's own maximum movement

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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Wed Mar 27, 2013 3:38 pm 
Kinsman
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Sorry my post sounded snarky, I just want to see parkour in armour :D

I think the rule is used as it is for its ease and quickness, although I like your suggestion of half the models move distance.

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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Wed Mar 27, 2013 3:43 pm 
Elven Warrior
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I would love to train in armour, I have trained with weapons before though, and they only ever hinder me on climb-ups( mostly boken and staff to be fair)

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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Thu Mar 28, 2013 12:37 am 
Loremaster
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Just like to point out that 3" is generally the same or less than double the height of a human sized model. also, it's to keep it fluid and simplistic. rolling a D6, adding movement and applying a penalty/boon based on 5 variables isn't a very elegant system and bogs things down, leading to nobody bothering to leap :P
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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Thu Mar 28, 2013 5:39 am 
Loremaster
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I like the rules you said. It will be similar to the Swimming rules, the more armour the more difficult it is.
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 Post subject: Re: Making leaping jumping and climbing more realistic
PostPosted: Thu Mar 28, 2013 1:02 pm 
Craftsman
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I think the reason is not so much based on realism, but rather that in a tabletop wargame distances tend to get scaled down. If scaled up to life-size, bows in LOTR would only have an effective range of about 100 feet, which is also much shorter than real life.

That said, I think that if it's something that you think would be more fun, introducing more detailed house rules would make sense. The house rules for jumping could get pretty detailed, if you're interested in that sort of thing:

I would also do away with the randomization mechanic, because as Hashut's Blessing points out it will mostly just deter people from jumping. I would instead have fixed jumping distances determined by race (probably the same for men and orcs, dwarves and hobbits maybe an inch shorter, elves and goblins an inch higher), and then add the bonuses/penalties similar to those you proposed (-1 per point of armor, -1 for banners or similar gear, +1 for cave dwellers, etc).

It matters whether the model got a running start, so maybe have two jump distances, one for having moved less than 3" before the jump and another for having moved over 3" before the jump.

Having watched your video, it's important to recognize that you often use your hands to assist your landing, which would be difficult for a model carrying a weapon and/or shield. Going with my earlier proposed rule of two jump distances (for moving >/< 3" before the jump), I think if a model is on foot and jumping after moving less than 3", or if jumping over the 3" distance after having moved more than 3", they should suffer a penalty in melee for that round if they end up in combat, representing being off balance or having had to sheath their weapons before the jump.

Regarding falling, usually in a game if a model falls they are not necessarily prepared to land properly, so I think they should suffer damage as normal. If they voluntarily jump, then maybe the distance they can safely fall should be increased, though.

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