The Adventure Guide sets the 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 (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 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 Score.
The Adventure Guide may allow the character to add Benefits to their Action Score for an extra-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 to the 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, come up with a description of the jump using the “Who could do this?” column on the Action Difficulty table. For instance, for 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 12 the Adventure Guide might say, “It’s a 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, 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 to 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 Checks to pull themselves up or get help from allies. On a failure, they suffer the normal point loss associated with a failed Stunt and they fall into whatever they were jumping over.
