05-26-2014, 02:01 AM | #1 |
Join Date: May 2014
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Air Jet damage
I'm new to GURPS, having just played it a couple times with some friends. One of the spells that has been confusing is Air Jet. I'm wondering if someone here can help us understand how it's supposed to work.
In the 4E Magic book, it says that Air Jet does "2D knockback damage" for every point put into it. Does that mean we roll 2D of damage for every point put into the spell and then calculate knockback? Or does it mean it only does the knockback affect with a strength of 2D? 2D damage per point sounds really powerful, so I wouldn't expect this to be the rule. But the book seems to make a really clear distinction between the "knockback damage" of Air Jet and the simple knockback which doesn't do damage in Shape Air. I don't know why these spell would be explained so differently if they have the same effect. Thanks for any insights. |
05-26-2014, 02:50 AM | #2 |
Join Date: Nov 2009
Location: Oregon
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Re: Air Jet damage
First of all, if you're not familiar with the knockback rules I'd suggest you review them (Basic Set pg 378). Basically, crushing attacks, or cutting attacks which fail to penetrate armor, knock a target back based on the total rolled damage (not the injury inflicted). Every full multiple of ST-2 damage (ie, 8 damage against a ST 10 target) knocks them back by 1 yard.
Shape Air and Air Jet both inflict Knockback Only damage. This means that you roll damage for the purpose of determining knockback distance, but it doesn't inflict any injury. Shape Air has a one minute duration - as long as it lasts the wind continues to blow from the starting point. So while it only does 1d knockback per 2 energy spent, that knockback is per second. A strong casting can effectively create a wall of wind for a full minute. Air Jet on the other hand is a more traditional combat spell, dealing 2d knockback per point of energy. If you want to keep it active you have to pay that energy cost every second. Like Shape Air this does not inflict any injury on the target. |
05-26-2014, 02:59 AM | #3 |
Join Date: Aug 2007
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Re: Air Jet damage
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05-26-2014, 09:29 AM | #4 |
Join Date: Nov 2009
Location: Oregon
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Re: Air Jet damage
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05-26-2014, 10:02 AM | #5 | |
Join Date: May 2014
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Re: Air Jet damage
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Edit: Actually, I think the problem is just that Air Jet uses the word "damage". If it was written the same way but only said "causes 2D knockback", it would be a lot less confusing. Last edited by Ghazgkull; 05-26-2014 at 10:08 AM. |
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05-26-2014, 10:03 AM | #6 |
Join Date: Aug 2007
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Re: Air Jet damage
For what it's worth, you can also use it to launch things like, say, a javelin at a person.
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05-26-2014, 10:10 AM | #7 | |
Join Date: Nov 2009
Location: Oregon
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Re: Air Jet damage
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05-26-2014, 01:49 PM | #8 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Air Jet damage
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05-27-2014, 03:35 AM | #9 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Air Jet damage
Quote:
Damage is not injury.
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08-26-2020, 08:49 AM | #10 | ||||
Join Date: Aug 2018
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Re: Air Jet damage
I'm glad this thread made me take a closer look at Shape Air on M24. It seems a lot better in many situations for keeping enemies back. It gets 5x better range, and actually has a better maximum capacity for knockback since you could spend 10 energy to get 5d compared to 3 energy to get 3d for Air Jet. This could change for Air Magery 6+ of course (Magery and Effect).
One downside is an inability to injure swarm/vapor creatures (only Air Jet can do that) though you might actually desire that in some situations. The duration is also a huge upside (way more total knockback for small creatures) but of course only helps if damage is high enough to cause knockback in the first place. Also it says you can Block an Air Jet but it doesn't specify whether or not shields help against Shape Air... actually since SA is "one yard wide" it probably qualifies as an Area Effect attack, meaning it can't be blocked and can't even be dodged normally (you'd need to use a retreat to get into an adjacent hex) AE would also mean it attacks EVERYONE in the line of fire, probably impeding stuff like Cover or Sacrificial Dodge... Of course that's a disadvantage in some cases: Air Jet being non-AE (a "thin" jet) has the benefit of being able to ignore allies in the line of fire (-4 to hit per each) to hit an enemy behind them, something you couldn't do with Shape Air.
Of course, being locked-in for 1 minute of knockback could be undesirable, and you'd have to pay 1 energy to terminate Shape Air if it became an inconvenience, unless you knew (M123) Counterspell @ 15 to potentially terminate it for free (if you spent only 1-2 energy that is) in 2-3 seconds (not sure if you round halved casting time up or down) Quote:
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"Treat this as damage for knockback purposes only".I think it's meant to be obvious this is how Air Jet normally works, especially since the exception "does injury damage to" at the end. "Vaporous beings or swarms" I figures is a casual way of saying "those with Injury Tolerance: Diffuse". Quote:
Of course neither really explain what situation causes a "it twisted midair and just caused a minor crushing wound instead of impaling" outcome. I figure as a house rule maybe you could roll d6 on a MoF 1 : 5/6 chance w/ throwing and 1/6 w/javelin. The advantage to it happening: it's a hit (normally MoF1 is a miss) because it became a wider attack. The disadvantage: because it's not impaling anymore, if you were aiming at something like an eye, it just morphs into a face attack. Thoughts? Quote:
Do you figure like the 1st level of Vulnerability (normally x2 damage or +100%) is what changes you from 0% damage to 100% damage (rather than the usual 200% ?) like with spirits taking damage from attacks LACKING affects insubstantial? |
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