I run my games in eberron, airships, magic trains, & absurdly expensive teleport networks you can get the boss to pay for if your on good terms are the norm but none of them eliminate encounters. They actually increase the risk of encounters by putting them in public spaces & such or bringing up questions like "are we really going to push what's basically the company card to shave off a $time again?". Showing up in an Orien teleport network teleport room without a mark of passage is still going to be pricey & getting the sequence might be a whole ordeal of gaining favor. Don't put unmanaged teleport circles in places you don't want the players easily teleporting to & the problem largely goes away because the nearest circle is days away from their goal & using it can be a hassle.Gotcha. You've decided that teleport can't avoid wandering encounters, and that even being told that it was an illustration you aren't addressign the main point but picking an argument about the example.
As far as I can tell, you don't want to try to contribute meaningfully, just win an argument. So, you are completely right in all ways, as well as quite a dashing figure. No need to continue this conversation.
your example itself doesn't align with experience or the spells themselves though
I run my games in eberron, airships, magic trains, & absurdly expensive teleport networks you can get the boss to pay for if your on good terms are the norm but none of them eliminate encounters. They actually increase the risk of encounters by putting them in public spaces & such or bringing up questions like "are we really going to push what's basically the company card to shave off a $time again?". Showing up in an Orien teleport network teleport room without a mark of passage is still going to be pricey & getting the sequence might be a whole ordeal of gaining favor.Gotcha. You've decided that teleport can't avoid wandering encounters, and that even being told that it was an illustration you aren't addressign the main point but picking an argument about the example.
As far as I can tell, you don't want to try to contribute meaningfully, just win an argument. So, you are completely right in all ways, as well as quite a dashing figure. No need to continue this conversation.
The party might be able to pull favors & talk their way out of consequences if they killed the bbeg's goons on a lightning rail, but if they cast fireball or something that hurts passengers or notably damages the car while in that fight even the boss is probably going to say they don't know the party any more.
It could zip them somewhere if they used a ninth level spell or a fifth level spell for the caster+2 others... getting back to anyone else was very dangerous if you wanted to make a second trip & were willing to burn lots of 5th level slots. Yes if the GM gave the PCs teleport patterns & such (who' fault is that) it could be done kinda safely There's also the fact that the 5th level non-ritual teleport spell doesn't unlock until level 10 while the ritual 3rd level tiny hut unlocks five levels earlier at level 5 when nothing the PCs are capable of doing more than getting TPK'd by can really deal with itI kind feel that people are missing the design point of spells like Leomund's Tiny Hut. Let me illustrate with another spell.
Back in the days of yore (okay, AD&D), traveling from point A to point B took a long time. Out of game. Because if you weren't travelling on well patrolled roads, there were wandering monsters. Bags of risk and XP. Which, as you got to be higher level became either improbably powerful for wanderers, or unbelievably trivial for high level characters.
But the teleport spell was all that. It could zip the characters from point A to known point B (so as not to negate discovery and exploration), but it avoided all of the boring parts of travel to allow DM and players to focus their session time on more interesting things.
Leomund's Tiny Hut fills a similar niche. At the opportunity of cost one less spell known / prepared (except wizards, who don't need to prepare to cast Rituals), it makes that you no longer need to worry about the whole making a campsight for the night issue.