I started with a family group in 1989 with the EA First Edition and then as we played our way through GS, KK and ROTWL over the next few years, I was also playing in parallel with a group of school friends, using the EA Second Edition, as that was the edition that they owned.
Years later I played with a fresh batch of newbies using EA Second Edition and even later than that, after discovering the NA Edition rules here at the inn, another fresh batch of newbies using the NA Edition (at least starting with NA Edition as written and tweaking as we went!)
I might be wrong in my assumption that the differences between 'jumping' in EA Second Edition and NA Edition was down to a transatlantic translation error, it may have been a deliberate design change, just badly implemented, but either way I started this thread to call out these differences as I don't think I have seen this clearly stated elsewhere (that said I do find with the sheer volume of information at the inn, everything you can think of has probably been discussed before somewhere, the only question is whether you can find it!)
In summary
• EA First Edition = no jump rules (as far as I can tell)
• EA Second Edition = jump rules apply to 'pits' only (and later expansions stretch this out to include some other pit-like features)
• NA Edition = jump rules apply to 'pits' and all discovered but unsprung traps
Markus Darwath wrote:I tend to look at it from a perspective of role-playing and "realism" (perhaps 'immersion' is a better term). If the characters are physically capable of jumping, there's no reason they should require a hole in the floor to activate this basic ability. Whether or not jumping over a particular spot enables them to avoid a trap that may or may not be there is up to the game master's envisioning of how the trap works.
I get that but for me you have to balance the negative of increased complexity in the rules with the positive of improved gameplay (and indeed "immersion").
With regards to jump rules, the NA First Edition was the simplest, by simply not having them, apparently. The EA Second Edition introduced jump rules, increasing complexity but also improving gameplay. The NA Edition, deliberately or otherwise, expanded the jump rules to cover pits
and all unsprung traps, again increasing complexity and possibly, arguably improving gameplay (I don't think it did personally hence my preference for Second Edition rules in this respect).
I think what you are suggesting Markus is that jump rules should be applied to pits and applied to unsprung traps depending on how the game master envisions how that particular trap works. I assume that considering the 3 types of trap in play in the NA Edition (ignoring expansions)
• Pit Trap - you are told if you search that an area of the floor looks weak, so it that circumstance jumping seems like it could be a logical option
• Falling Block Trap - you are told if you search that the ceiling looks dangerous, logically that sounds like jumping would be a very bad option
• Spear Trap - you are told if you search that a square looks suspicious, logically I have no idea whether that information is sufficient to work out whether jumping is a viable option
For me that is going a level too far down into the detail, and I prefer the simpler Second Edition rules (in respect to jump rules at least), as I feel that they hit that sweet spot of a relatively small amount of complexity in return for a considerable improvement in gameplay but that is just my preference.