Jumping multiple Pit spaces

By Veritech, in Descent: Journeys in the Dark

My basic understanding of jumping a pit is that it is only limited by the movement rate of the figure and LOS to a space to land on (ie you couldn't jump around a corner), this of course is only an assumption, as far as I can tell there is no ruling anywhere on jumping multiple pit spaces.

So how does this work with multiple space pits? Are figures legally only allowed to jump over one pit space or can this be increased through use of MP's? Since we treat "one obstacle" as any tile piece which blocks line of sight no matter how many spaces it takes up (ie; a 2 or 3 rubble token), do we treat pit spaces the same way when jumping them? Which of the following four would be the correct answer?

1) It is 3 MP's to jump a single pit, as well as a double or triple space pit? (this one seems a little uber powerful and unlikely but since I'm unsure I'm adding all options that come to mind)

2) Or 3 MP's to jump the first pit then 1 MP per pit space after till a legal landing can be acheived?

3) Or is it 3 MP's per pit space, increasing the MP's for each pit space they pass over? In this case the first space would be 3 MP, second 6 MP, third 9 MP, fourth, 12 MP and so forth.

4) Which brings up an odd fourth option, since the jumping of a pit costs you 2MP to go over and 1 MP to land (ie it costs 3 MP to get to the other side of a pit, not 4 MP, it doesn't cost you three to go over the pit then an additional one to move onto the first space beyond the pit). Does this mean that each pit space would only cost 2 MP to move over, with 1 extra MP being required for the landing? So a two space pit would cost 5 MP to jump over, and a three space pit 7 MP?

"If a hero or monster is aware of a pit, it may jump across the pit for three movement points for each space crossed ." (Rules p.17)

Thanx, I apparently failed my IQ check when looking up the ruling on that one.

As far as jumping around corners goes, there's not technically anything against it in the rules, but I think most groups intuitively play that you need LoS to the landing space.

Steve-O said:

As far as jumping around corners goes, there's not technically anything against it in the rules, but I think most groups intuitively play that you need LoS to the landing space.

Well the closest rule that comes up would be standard movement. If you say fell into a long pit in a 2 space wide hallway, walked to the other side and stepped up at an diagonally into a clear space, even if the first two spaces in line with the hall were occupied by a Monster or Monster figures and none had an ability to prevent it (ie; Grapple), you could legally move into the space. By this ruling you would technically be able to Jump into the same space, since this game ignores realistic physics for the sake of good board game play and a type of balance, I can see the official ruling saying yes to corner jumping.

Me personally, I can suspend belief when it comes to Soar, Pits and other examples, but jumping, lol no, if there is an official ruling on this I'll accept it, till then, I treat Jump same as a Range or Magic attack, must be able to draw a clear LoS, this makes sense since if you were in a hallway, there was a crushing block in front of you a pit space beside it, and more beyond, you shouldn't be able to jump the pit beside it and the ones beyond to get to the other side. That would be almost like saying treat Jump like Fly (barring physical obstacles), where as long as you can trace a legal "jump" path and can make up the spaces you can pretty much jump any way you like. Something that makes no sense at all, well not without a total redux of the game.

I'm not positive about what you mean by jumping around corners but I think it would involve landing on a spot that is not on the opposite side of the spot you jumped from. This, in my opinion, breaks the ruling in the original Journeys In The Dark book:

If a hero or monster is aware of a pit, it may jump across
the pit for three movement points for each space
crossed. Simply place the figure on the other side of the
pit after spending the movement points.

I understand that as being the opposite side you jumped from, meaning

a b c

1 2 3

d e f

if you jumped from space 1 over pit space 2, you have no option but to land on space 3, just as if you jumped from space a over pit space 2 you have to land on space f.

Would you agree, because it would make a big difference in a lot of dungeons with pits AND ice, which we just played tonight.

BenBenitrio said:

I'm not positive about what you mean by jumping around corners but I think it would involve landing on a spot that is not on the opposite side of the spot you jumped from. This, in my opinion, breaks the ruling in the original Journeys In The Dark book:

If a hero or monster is aware of a pit, it may jump across
the pit for three movement points for each space
crossed. Simply place the figure on the other side of the
pit after spending the movement points.

I understand that as being the opposite side you jumped from, meaning

a b c

1 2 3

d e f

if you jumped from space 1 over pit space 2, you have no option but to land on space 3, just as if you jumped from space a over pit space 2 you have to land on space f.

Would you agree, because it would make a big difference in a lot of dungeons with pits AND ice, which we just played tonight.

It is very much unclear.
"other side" might mean opposite. Or it might be more general. c and f are arguably on the other side of 2 form 1, and even b and e are on an other side. Its even more complicated with larger pits.

Hopefully it will be resolved in the next FAQ. We devoted multiple pages to jumping questions in the document we sent to FFG to assist them with preparation for the next FAQ.
Until the FFG provide some better answers though, you basically have to decide for yourself.

I think it makes the most sense and is easiest to make them jump to the opposite tile. Too bad they couldn't just put the word opposite in there :(

Personally, I don't have any problem with the idea of figures jumping from 1 to any of these spaces (b and e are kind of pointless since the figure can also just step there, but if he wants to waste his MP, who am I as a lowly OL to contradict? ;) ) Rather than restricting the jump to strictly "opposite" sides, I would have preferred if they had simply said the jumping figure must have unobstructed LoS to the destination space in order to perform the jump. That's the rule of thumb we use when playing, anyway.

When I talk about jumping "around" corners, refer to the image example (if this fails to work due to lack of editing options I will post a link). My query was, since a moving figure not blocked by obstacles can move legally to the locations of either of the encounter markers in the image, could a jumping figure do the same.

From what the answers here on the forums, and what I've found in the books, there is no answer and generally (though I'm sure there are some who play it different), it is played as "must have LoS to the target space to be able to jump there, so in the case of my game, no the hero figure would not be able to jump to the spaces containing either of the encounter markers, however this is a "house" rule as there is no official ruling here yet.

DSCF0308.jpg

That is what I meant about jumping around corners. I am aware a hero could still "fall" into a pit and accept the damage, cross to the other side, and then climb up onto one of the encounter markers using 2 MP's to get out of the pit.

Veritech said:

From what the answers here on the forums, and what I've found in the books, there is no answer and generally (though I'm sure there are some who play it different), it is played as "must have LoS to the target space to be able to jump there, so in the case of my game, no the hero figure would not be able to jump to the spaces containing either of the encounter markers, however this is a "house" rule as there is no official ruling here yet.

Actually, I'm pretty sure the hero does have LoS to the encounter marker on his right. Center to center, the line should pass directly through the intersection in between the ogre and the wall. (It's possible that the angle of the photo is messing with my head, but it looks good to me.) The encounter marker on his left is definitely not in LoS.

Your understanding of the situation concerning jumping is correct, though.

The hero does not have LoS to any of the encounter markers.

But which hero is it? I don“t recognize the figure in this picture.

Steve-O said:

Veritech said:

From what the answers here on the forums, and what I've found in the books, there is no answer and generally (though I'm sure there are some who play it different), it is played as "must have LoS to the target space to be able to jump there, so in the case of my game, no the hero figure would not be able to jump to the spaces containing either of the encounter markers, however this is a "house" rule as there is no official ruling here yet.

Actually, I'm pretty sure the hero does have LoS to the encounter marker on his right. Center to center, the line should pass directly through the intersection in between the ogre and the wall. (It's possible that the angle of the photo is messing with my head, but it looks good to me.) The encounter marker on his left is definitely not in LoS.

Your understanding of the situation concerning jumping is correct, though.

If the pit space was one shorter then yes he would, consider it this way, does a figure on the encounter marker have LoS back, according to the rulebooks it is a straight diagonal, from the encounter marker, just missing the spot where the hero figure is located, it is one space too far back.

The hero figurine is Arvel WorldWalker, I think she came from Tomb of Ice.