+1. In RAW dnd jumping is a part of movement. Also it would be nica to have auto jump outside of combat
Auto jump outside the combat would be very convenient, but it might potentially ruin the joy of exploration part of the game, if it was the first time ever that you visit that area.
For example, an area that has a chest or a button, and its the first time you saw that and was supposed to figure about how to reach there. If auto jump on controlled character was enabled, then it will automatically move that char to the location, which makes player's first exploration experience in this area to be lineal.
Though it won't hurt to have a setting option for enabling auto jump outside the combat, just for someone who want such feature. Since NPC's pathfinding AI already includes auto jumping.
But I'm absolutely sick of saying to myself "Oh, I can jump if I miss 2 meters to attack this target". It makes no sense, it's unimmersive and it's absolutely boring from a tactical point of view.
If they really wants us to be able to cover more distance, they could add a "mini dash" as a bonus action... It would still be boring but at least, it wouldn't look ridiculous.
Totally agree on this.
If Jump's movement cost covers less distance than jump, then it should only happens in 2 cases: one, if a Jump related spell was casted; two, if a jump was preformed from a higher ground to lower ground. This would make the greater jump spell to be more useful in combat, and make character like eagle barbarian to be more special.
For most character, the jump should be for bypass some difficult terrain or some obstacle object, instead of greater distance of the same height or get to a higher ground. Seeing a heavily armored gnome with 8str 8dex to jump from lower ground to higher ground without any help from a spell is immersion breaking.