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August 1, 2025 66 mins

We’re Not Saying You Should Jump… But Here’s How to Survive When You Inevitably Do

RPGBOT.net Presents Past Mistakes in Glorious 1080p

Want to see how deep the rules rabbit hole really goes? Or maybe you just miss hearing Tyler’s voice explain gravity damage like it’s a TED Talk about falling down stairs. Either way, rejoice! Past episodes of the RPGBOT.Podcast are now available on YouTube. That’s right—you can watch us talk about jumping in TTRPGs while quietly judging our dice rolls and decisions. Head to YouTube and search RPGBOT.Podcast, or visit RPGBOT.net to catch up on all the physics-defying, rules-lawyering, gravity-defying goodness.

Show Notes – Jumping (Yes, Really)
In this remastered episode of the RPGBOT.Podcast, the gang takes a long, hard leap into the mechanics of jumping in tabletop role-playing games. Whether you’re trying to cross a chasm, leap onto a moving cart, or just escape your problems with a dramatic rooftop exit, this episode breaks down how jumping actually works—and how it should work—across Dungeons & Dragons and Pathfinder systems.

Tyler, Randall, and Ash discuss the rules-as-written, the rules-as-abused, and the physics-as-ignored, covering how different systems treat vertical leaps, long jumps, and gravity’s cruel embrace. Expect intense debates on standing jumps, running starts, and whether barbarians are just kangaroos in plate mail.

And yes, Tyler did the math. Again.

Key Takeaways:

  • D&D 5e’s jump rules are deceptively simple, which means players either forget they exist or completely break them with Strength scores that shouldn't be legal.
  • Pathfinder 2e offers more structured mechanics, but the math still gets wild when people start asking how fast someone can fall upward.
  • Movement matters. A running start can double your jump distance—unless you forgot you’re wearing heavy armor and just did a faceplant off a ledge.
  • Gravity always wins. Unless you're a monk, a bird, or someone with Feather Fall queued up like an escape clause.
  • Vertical jumps are not your friend. Want to leap 10 feet straight up? Better bring a ladder or a wizard.
  • Fall damage is a harsh mistress. DMs often improvise gravity as punishment for clever ideas.
  • Ash thinks jumping is overrated. Also, he doesn’t trust horses. This is probably unrelated, but important.
  • Randall’s Rule of Cool: If a cinematic leap sounds awesome, do it—and then figure out the rules after you land.
  • Tyler’s Law of Calculated Regret: Always check your jump distance before describing your character leaping across a 30-foot canyon.
  • DMs should know the jump rules—but also know when to throw them out the window like a rogue with a running start and nothing to lose.

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