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Sean Duggan
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Mutants and Masterminds has a "running leap" that's generally twice the distance of a "standing leap""running leap" that's generally twice the distance of a "standing leap". The question I've had is, what does one need to do to take advantage of it? Does one having to take a Move action right before that, possibly in the prior turn? Is the run-up considered part of the leaping distance? How much distance is necessary? This might seem trivial, or something better suited to a Rule 0 ruling of "whatever is most fun", but it keeps showing up in games, and when distance is doubled by a run-up, it can make a huge difference whether a person uses their entire turn to run 5 feet to the edge and jump 16 feet or can simply say "my running jump is 24 feet, so I can do this as a Move action, right? And then use a Standard to disarm the blackguard on the other side?"

Probably, the easiest thing to do is to use the descriptor in other d20 games such as D&D and Pathfinder, as mentioned in the answers below. I'm debating just deleting this question, but there's a chance that someone has an official reference on how to handle this. If not, I'm also willing to accept suggestions on how the other d20 systems handle it.

Mutants and Masterminds has a "running leap" that's generally twice the distance of a "standing leap". The question I've had is, what does one need to do to take advantage of it? Does one having to take a Move action right before that, possibly in the prior turn? Is the run-up considered part of the leaping distance? How much distance is necessary? This might seem trivial, or something better suited to a Rule 0 ruling of "whatever is most fun", but it keeps showing up in games, and when distance is doubled by a run-up, it can make a huge difference whether a person uses their entire turn to run 5 feet to the edge and jump 16 feet or can simply say "my running jump is 24 feet, so I can do this as a Move action, right? And then use a Standard to disarm the blackguard on the other side?"

Probably, the easiest thing to do is to use the descriptor in other d20 games such as D&D and Pathfinder, as mentioned in the answers below. I'm debating just deleting this question, but there's a chance that someone has an official reference on how to handle this. If not, I'm also willing to accept suggestions on how the other d20 systems handle it.

Mutants and Masterminds has a "running leap" that's generally twice the distance of a "standing leap". The question I've had is, what does one need to do to take advantage of it? Does one having to take a Move action right before that, possibly in the prior turn? Is the run-up considered part of the leaping distance? How much distance is necessary? This might seem trivial, or something better suited to a Rule 0 ruling of "whatever is most fun", but it keeps showing up in games, and when distance is doubled by a run-up, it can make a huge difference whether a person uses their entire turn to run 5 feet to the edge and jump 16 feet or can simply say "my running jump is 24 feet, so I can do this as a Move action, right? And then use a Standard to disarm the blackguard on the other side?"

Probably, the easiest thing to do is to use the descriptor in other d20 games such as D&D and Pathfinder, as mentioned in the answers below. I'm debating just deleting this question, but there's a chance that someone has an official reference on how to handle this. If not, I'm also willing to accept suggestions on how the other d20 systems handle it.

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Edit: I originally (and incorrectly) believed that this showed up in more than one system. I have changed it to instead reflect Mutants and Masterminds, my primary area of interest.

Mutants and Masterminds has a "running leap" that's generally twice the distance of a "standing leap". The question I've had is, what does one need to do to take advantage of it? Does one having to take a Move action right before that, possibly in the prior turn? Is the run-up considered part of the leaping distance? How much distance is necessary? This might seem trivial, or something better suited to a Rule 0 ruling of "whatever is most fun", but it keeps showing up in games, and when distance is doubled by a run-up, it can make a huge difference whether a person uses their entire turn to run 5 feet to the edge and jump 16 feet or can simply say "my running jump is 24 feet, so I can do this as a Move action, right? And then use a Standard to disarm the blackguard on the other side?"

Probably, the easiest thing to do is to use the descriptor in other d20 games such as D&D and Pathfinder, as mentioned in the answers below. I'm debating just deleting this question, but there's a chance that someone has an official reference on how to handle this. If not, I'm also willing to accept suggestions on how the other d20 systems handle it.

Edit: I originally (and incorrectly) believed that this showed up in more than one system. I have changed it to instead reflect Mutants and Masterminds, my primary area of interest.

Mutants and Masterminds has a "running leap" that's generally twice the distance of a "standing leap". The question I've had is, what does one need to do to take advantage of it? Does one having to take a Move action right before that, possibly in the prior turn? Is the run-up considered part of the leaping distance? How much distance is necessary? This might seem trivial, or something better suited to a Rule 0 ruling of "whatever is most fun", but it keeps showing up in games, and when distance is doubled by a run-up, it can make a huge difference whether a person uses their entire turn to run 5 feet to the edge and jump 16 feet or can simply say "my running jump is 24 feet, so I can do this as a Move action, right? And then use a Standard to disarm the blackguard on the other side?"

Probably, the easiest thing to do is to use the descriptor in other d20 games such as D&D and Pathfinder, as mentioned in the answers below. I'm debating just deleting this question, but there's a chance that someone has an official reference on how to handle this. If not, I'm also willing to accept suggestions on how the other d20 systems handle it.

Mutants and Masterminds has a "running leap" that's generally twice the distance of a "standing leap". The question I've had is, what does one need to do to take advantage of it? Does one having to take a Move action right before that, possibly in the prior turn? Is the run-up considered part of the leaping distance? How much distance is necessary? This might seem trivial, or something better suited to a Rule 0 ruling of "whatever is most fun", but it keeps showing up in games, and when distance is doubled by a run-up, it can make a huge difference whether a person uses their entire turn to run 5 feet to the edge and jump 16 feet or can simply say "my running jump is 24 feet, so I can do this as a Move action, right? And then use a Standard to disarm the blackguard on the other side?"

Probably, the easiest thing to do is to use the descriptor in other d20 games such as D&D and Pathfinder, as mentioned in the answers below. I'm debating just deleting this question, but there's a chance that someone has an official reference on how to handle this. If not, I'm also willing to accept suggestions on how the other d20 systems handle it.

Indicating that I was asking about both systems
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Sean Duggan
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Sean Duggan
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Sean Duggan
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