---
title: Jumping
description: "The Adventure Guide sets the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) for a Jump Check based on how hard the jump is within the context of the story. If the jump is a simple hop over a mountain stream. the Adventure Guide should set…"
url: "https://openadventurerpg.com/coc/jumping/"
updated: "2026-04-27"
category: Rules Modules
---

# Jumping

The Adventure Guide sets the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) for a Jump Check based on how hard the jump is within the context of the story. If the jump is a simple hop over a mountain stream. the Adventure Guide should set a low [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) (or skip the Jump Check completely and just let the character hop to the other side). If the jump is a harrowing leap across a gaping crevasse deep in a cave, the Adventure Guide should set the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) high enough the characters think twice before they leap, or at the very least, it encourages them to look for ways to add some Benefits to their [Action](https://openadventurerpg.com/glossary/action/) Score.

The Adventure Guide may allow the character to add Benefits to their [Action](https://openadventurerpg.com/glossary/action/) Score for an extra-[Long](https://openadventurerpg.com/glossary/long/) running start, excellent footing, or even taking a few minutes to get psyched up before making the jump. They may wish to add [Drawbacks](https://openadventurerpg.com/glossary/drawbacks/) to the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) for things like a standing jump, slippery surfaces, or strong headwinds.

## Describing the Jump

Since Open Adventure doesn’t use measured distances, when describing the jump to the players, in addition to providing the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/), come up with a description of the jump using the “Who could do this?” column on the [Action](https://openadventurerpg.com/glossary/action/) Difficulty table. For instance, for [DS](https://openadventurerpg.com/glossary/ds/) 6 the Adventure Guide might say, “It doesn’t look *too* far. Anyone with a bit of athletic ability could probably make the jump.” On the other hand, for [DS](https://openadventurerpg.com/glossary/ds/) 12 the Adventure Guide might say, “It’s a *[Long](https://openadventurerpg.com/glossary/long/)* way to the other side. In the real world, you’d probably have to be a best-in-class track and field athlete to have a chance at making it across safely.”

## Failed Jump Checks

A failed Jump Check indicates the character fell short. For a vertical jump this seldom has a serious consequence, but for horizontal jumps this typically means the character falls into whatever they were jumping over. Falling into a rushing stream might simply be the start of a new [Challenge](https://openadventurerpg.com/glossary/challenge/), while tumbling down into a crevasse or pool of lava will likely have much less pleasant results.  See the rules for **Falling** above.

If appropriate, after a failed Jump Check the Adventure Guide may allow the character perform a [Stunt](https://openadventurerpg.com/glossary/stunt/) to [Grab](https://openadventurerpg.com/glossary/grab/) the edge of the far side. On a success, they manage to gain a tentative hold, but they will typically need to make some additional [Strength](https://openadventurerpg.com/glossary/strength/) Checks to pull themselves up or get help from allies. On a failure, they suffer the normal point loss associated with a failed [Stunt](https://openadventurerpg.com/glossary/stunt/) *and* they fall into whatever they were jumping over.
