So, while I'm writing and working up the courage to run a TTB campaign, which will be my first time as FM/GM/DM/etc. and my players are brainstorming character concepts, they discovered something strange:
The 2nd edition rulebook states that a character can jump after moving for free, with the base distance of half their Ht in yards and double that if they charged. If they want to get further, they can take a TN 5 Athletics duel to increase the distance jumped by half their Ht on a success (or double that on charge), plus one additional time that for every margin of success. So if a PC takes Wall of Muscle and trains in Athletics, they can easily increase their walks and charges by 4,5 and 9 yards respectively.
Not only this, if the same character has Athletics at skill rank 3, they can take the Showboating trigger, meaning that if they get a on the Athletics duel to increase their jump distance, they can take a free attack (which might get a bonus, I can't recall).
All this, at no visible drawbacks.
So tell me, is this a viable strategy and a free way for every character to gain 1-9 yards increase to all their movement, as well as potential free attacks everywhere if they put a little effort into it, or have we misread or misunderstood something, and it doesn't work at all like that?
(I'm using a friends book, that I seldom have at hand, so I can't quote page numbers and might remember stuff wrong)