How much would a trampoline, (the one in your back yard) add to the jump skill?

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How much do you think it would add if any?

How high does a performer jump?


International rules require that the minimum height of the ceiling in the competition hall be 8m (26' 3") and athletes have been known to touch 9.14m (30') ceiling with their finger tips! 5m is adequate for beginners. International athletes get high enough to spend nearly 2 seconds in the air, so a routine of 10 skills lasts approximately 20 seconds.

Let's you make up to 3 concecutive jump checks and total the results. All of the jumps are treated as standing jumps; the trampoline has a maximum amount that it will allow you to add and a breaking point where excesive jumps with dammage it. Might also give a bonus or benafit when jumping down to it.

>.>
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I'll have to remember this idea when I get around to my next d20 Modern game.
If we take that 30 ft. value as the ceiling height to which a human athlete would be able to reach, you also have to account for vertical reach (8 feet for a typical Medium creature) and probably a certain amount of space underneath the trampoline to allow for it flexing downwards (perhaps 4 feet).  So from a total 30 feet reached with the fingers, you're accounting for 12 feet with the height of the trampoline and person, leaving 18 feet actually cleared between the trampoline and the bottom of their feet.

Under 3.5 rules, that's a DC 144 Jump check for a high jump without a running start (while clearing the roughly 4.5 feet left from 5 metres is a DC 36 for the beginner).   But that's at 1 ft./8 Jump DC, and I'd have to assume the trampoline makes it easier than that.

Given the numbers, I'd probably cut it down to a 1 ft./4 Jump DC for people trained in Jump in the first round, then to 1 ft./2 Jump DC for trained and a 1 ft./4 Jump DC untrained for the second round and all later rounds (giving a DC 18 for a beginner at 4.5 feet, and a DC 36 for the athlete at 30 feet).  So it's like having a running start if you're trained in the first round of jumping, and double that in the second round, or just the running start in the second round if you're untrained.

A really dedicated athlete with a handful of levels and the right investments could be touching 30 feet now and then with that.
Let's you make up to 3 concecutive jump checks and total the results. All of the jumps are treated as standing jumps; the trampoline has a maximum amount that it will allow you to add and a breaking point where excesive jumps with dammage it. Might also give a bonus or benafit when jumping down to it.

I like the simplicity of 3 consecutive jumps added together, but even for a trained athlete, making a DC 48 Jump check on three consecutive jumps would be a lot to ask when you're talking about someone who has only a few character levels.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

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Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
It would be simpler to make the Tramploline add an arbitrary number to the Jump and Tumble Skills, say a +10  with no need for a running start, then to add 10 to 15 feet to the height to account for the extra boost with no additional DC increase.

You don't want to complicate the rule , just have it fast and simple.

You should also add the +10 to the Tumble skill for performing on a Trampoline.
It would be simpler to make the Tramploline add an arbitrary number to the Jump and Tumble Skills, say a +10  with no need for a running start, then to add 10 to 15 feet to the height to account for the extra boost with no additional DC increase.

I see that working for the athlete who occasionally reaches 18 feet clearance, but it puts a beginner at over three times the appropriate height on an average jump.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Oh yes, with no ranks and just a +2 ability score, +10 from the trampoline a natural 20 would easily make the 18 feet clearance, I was over complicating it myself.
   
How about then it simply doubles your height jumped?

Simple but an effective enough model I think. Times 2 Height.
Thinking about it, double height probably would work for both the beginner and the athlete if you're also treating it as a running start, since the average for a completely standard human is then 5 feet, and that's close enough.  It's actually the same result I described for the trained jump on the second round, I just complicated it a bit more with a trained/untrained split and the idea of building up to the big jumps with one initial round instead of giving it straight away.  I still kind of like giving the doubling benefit only after the first round, but the distinction of training does seem unnecessary.

The overall effect (of running and doubling the height) is simply that you clear 1 foot for every 2 points of your Jump result.  So you need to make a DC 10 check to clear 5 feet, and a DC 36 check to clear 18 feet.  So how about this:

Trampoline: When jumping from a trampoline, you reach twice the normal vertical height for high jumps and long jumps.  You can use an initial jump that lands on a trampoline in place of a running start for a high jump.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
You could just add on some bonus to Tumble for performing (say +10) because of the acrobatic stunts in mid air. Also I would would add a minimum DC to use a tramoline or else you fall prone and on a natural 1 you take falling damage. Just as a consideration.
I would like to submit this article for everyone's reading. Again. It'll aid in figuring out how much of a bonus a trampoline provides - if any. (It might not use bonus mechanics at all, since it isn't typically used like, say, a springboard. It could be like asking how much of a bonus a ship provides to your Swim checks.)

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I would go with a fixed bonus and a multiplier--even the beginner can get a lot of height out of a trampoline, the expert will be able to get more out of it though.

However, I would also be inclined to require a jump/balance check (use either one) to do it properly, this would be based on how high you're going above the trampoline.  Failure means you go too far to the side and take falling damage.  (The DC of the check would also be based on the size of the trampoline.)

I'm going to take an opposite position from some people upthread--the trampoline will actually cost you DC on the first jump.  When you jump the trampoline will go down, robbing your jump of energy.  I would be inclined to do something like cap the increase in DC to say 1/8 of your jump check (you only make one for a series of jumps) and you go higher and higher with each jump until reaching it.
Loren, I was persuming multiple bounces to reach the desired height.

I supose someone could debate that you use your Tumble and not you Jump Skill on a trampoline, or that you could use either skill. (I like using Either as acrobatic stunts are often done on a trampoline)

The question though, is if multiple bounces are required, what type of action shoudl we consider it.

I think making multiple jump rolls is undersirable, and needlessly complicated as you figure out how high each roll brings you and as a result how high the next bounce will take you. So with that in mind I suggest that using the trampoline in this fashion should be treated as a Full-Round Action, which would reflect multiple bounces.  
Loren, I was persuming multiple bounces to reach the desired height.

I supose someone could debate that you use your Tumble and not you Jump Skill on a trampoline, or that you could use either skill. (I like using Either as acrobatic stunts are often done on a trampoline)



I was saying to use Jump for how high you go.  The issue of other skills was for avoiding jumping too far to the side and missing your trampoline.

The question though, is if multiple bounces are required, what type of action shoudl we consider it.

I think making multiple jump rolls is undersirable, and needlessly complicated as you figure out how high each roll brings you and as a result how high the next bounce will take you. So with that in mind I suggest that using the trampoline in this fashion should be treated as a Full-Round Action, which would reflect multiple bounces.  



I do agree it's a single roll, otherwise you get a nonsense result.  I'm just figuring how high you get on each bounce.  I realized I did it wrong--it should be more like (max/10) + strength bonus gain for each jump.  The stronger guy can reach their maximum height faster than the weakling.  For most people I think that would end up being a multi-round action as I would say you get no more than 4 bounces/round.
I would go with a fixed bonus and a multiplier--even the beginner can get a lot of height out of a trampoline, the expert will be able to get more out of it though.

Doubling the height matches the data we're working off pretty well without adding a bonus, and it basically is a modifier.  You could probably have a masterwork trampoline that adds the conventional +2, but it doesn't seem truly necessary.
However, I would also be inclined to require a jump/balance check (use either one) to do it properly, this would be based on how high you're going above the trampoline.  Failure means you go too far to the side and take falling damage.  (The DC of the check would also be based on the size of the trampoline.)

I'm going to take an opposite position from some people upthread--the trampoline will actually cost you DC on the first jump.  When you jump the trampoline will go down, robbing your jump of energy.  I would be inclined to do something like cap the increase in DC to say 1/8 of your jump check (you only make one for a series of jumps) and you go higher and higher with each jump until reaching it.

I don't think that it's worth modelling it for game purposes.  It's pretty easy for the rules to get unwieldy as it is.
You could just add on some bonus to Tumble for performing (say +10) because of the acrobatic stunts in mid air. Also I would would add a minimum DC to use a tramoline or else you fall prone and on a natural 1 you take falling damage. Just as a consideration.

The trampoline doesn't really make you any better at tumbling though; it's more like a combined performance using jumping and tumbling.

The DC for failure is tricky, since people don't really fall off a trampoline all that often (average humans often manage 20 jumps in a row).  I'd think it's something where if you roll a natural 1 on your skill check, you'd make a secondary check.  Something like:

"If you roll a natural 1 on your Jump check when jumping from a trampoline, you must succeed on a DC 10 Balance check to avoid falling."
I think making multiple jump rolls is undersirable, and needlessly complicated as you figure out how high each roll brings you and as a result how high the next bounce will take you. So with that in mind I suggest that using the trampoline in this fashion should be treated as a Full-Round Action, which would reflect multiple bounces.  

That's why I put in the bit about a jump that lands on a trampoline giving the advantage of a running start.  If you just jump straight up and land back on the trampoline, you've got an effective increase in your jump height.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.