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The rules for jumping in D and D 5e are
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actually pretty simple. Like there's
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really not a lot to them. The distance
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or the height to which you can jump is
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just a factor of your character's
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strength modifier. There are exceptions
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like a few creatures get to use
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dexterity and I think thief rogues also
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get to do it, but for the most part it's
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going to be strength. Uh if you're
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jumping vertically, you're really just
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not going to get very high. If you're
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jumping horizontally, you're going to go
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a few feet. Um, this is useful for
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things like jumping across pits or
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jumping up to reach ledges and things
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like that. You go half distance unless
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you have a 10-ft running start
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beforehand. So, sometimes if you need to
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jump over something, you may actually
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need to move back a few feet before
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getting a running start. But really,
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that's all there is to it. Like, jumping
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is very, very simple in Dn D. One of the
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listed uses of the athletic skill is
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jumping further than you normally could,
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but there is no mechanism to actually do
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that. So like I if you actually apply
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that, you're going beyond rules as
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written. I generally just run rules as
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written for jumping. It hasn't been an
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issue in any of my games. It doesn't
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come up often enough that it's really
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been a problem. And probably the most
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common thing I've seen players use
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jumping for, in including me, is just
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jumping over difficult terrain in
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combat. Really, that's the only time
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I've ever seen it come