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<blockquote data-quote="eamon" data-source="post: 4153146" data-attributes="member: 51942"><p>In my mind, the distance is extremely important. Anything which potentially allows teleportation which puts you out of reach of opponents is big. 60ft is enough to put you out of reach of some opponents - particularly if you use the terrain smartly, and terrain usage is pretty big in my campaign. 10ft is fairly harmless, so if the player just wants more usages, then sure, work with him. But distances of 60ft start getting extremely interesting to simply gain an extra round vs. an opponent. In some circumstances, that's very attractive.</p><p></p><p>Another factor is that the items in the MIC are often reasonable cheap because you lose flexibility. Sure, you've a cheap teleportation item; but it's got limited charges per day (and you can hardly go swapping items in combat, if the item can even be used without wearing it for 24hrs), and a limited effect - and often even use a body-slot. For a low-level character, this is hardly a problem, since the item's limitations match the characters; but for a high-level (gold-endowed character) these limits become quite relevant. I think a 60ft. teleport is might just start being attractive to higher level chars, esp. at a swift action cost, which is why the price should be much higher.</p><p></p><p>Anyhow, I think the real result from this thread is that there already are a bunch of very cheap teleportation items in the MIC, and that I'd point the character towards those. If the character wants more power, he should need more bodyslots, and should ideally have multiple different kinds of items. A little flexibility is good for players ;-).</p></blockquote><p></p>
[QUOTE="eamon, post: 4153146, member: 51942"] In my mind, the distance is extremely important. Anything which potentially allows teleportation which puts you out of reach of opponents is big. 60ft is enough to put you out of reach of some opponents - particularly if you use the terrain smartly, and terrain usage is pretty big in my campaign. 10ft is fairly harmless, so if the player just wants more usages, then sure, work with him. But distances of 60ft start getting extremely interesting to simply gain an extra round vs. an opponent. In some circumstances, that's very attractive. Another factor is that the items in the MIC are often reasonable cheap because you lose flexibility. Sure, you've a cheap teleportation item; but it's got limited charges per day (and you can hardly go swapping items in combat, if the item can even be used without wearing it for 24hrs), and a limited effect - and often even use a body-slot. For a low-level character, this is hardly a problem, since the item's limitations match the characters; but for a high-level (gold-endowed character) these limits become quite relevant. I think a 60ft. teleport is might just start being attractive to higher level chars, esp. at a swift action cost, which is why the price should be much higher. Anyhow, I think the real result from this thread is that there already are a bunch of very cheap teleportation items in the MIC, and that I'd point the character towards those. If the character wants more power, he should need more bodyslots, and should ideally have multiple different kinds of items. A little flexibility is good for players ;-). [/QUOTE]
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