Al'Kelhar said:
I've been struggling with the "problems" of teleportation magic myself lately, for some of the same reasons thatThanee has, but also because teleportation magic just doesn't make sense to me in a typical pseudo-medieval D&D world. While everyone haggles over the mechanics of teleportation spells, I'm curious if anyone elses think that teleportation would simply alter the fundamental way in which a society develops and functions? Trade and exploration, the two foremost drivers of human cultural and technological advancement, would be changed so drastically that I simply cannot work out the society which would result. I find it hard to reconcile instantaneous transport over unlimited distances with some high fantasy world populated by peasants, questing knights and dragons.
Cheers, Al'Kelhar
Well, under the core rules, teleporting is pretty rare, unless you're a high-level wizard.
Using the classic western medieval period, here's some examples of the largest cities: London (25,000-40,000), Paris (50,000-80,000), Genoa (75,000-100,000), and Venice (100,000+). Moscow in the 15th century had a population in excess of 200,000! Now, according to the DMG, how many high-level wizards are there going to be, there?
Well, if the city is about 45,000, we can assume about 800 NPCs with PC-class levels. Of those, only 44 have the actual potential to be high enough level to cast Teleport, let alone it's greater cousin. That makes the assumption that all NPCs with class levels in the city are spellcasters, and specifically wizards.
Now, for them to fundementally alter the nature of society, they need to divest themselves of a large amount of personal power, and then donate a good chunk of it to the society at large. So, of the four to six NPCs in our hypothetical city who could cast teleportation circle (i.e. be 17th level or higher) and make it permanent , they'd have to donate 4500 xp (nearly half a level) to make a one-way transporter, and only for medium and some large creatures. To make a second one-way circle for a return trip, you've now doubled the cost....and that circle is always going to that same spot...all it takes to deactivate it is to drop a really big rock on it, making it an extremely expensive commodity that is very easily defeated by much less powerful means.
Teleport is not for unlimited distances, either. Greater Teleport is, of course, but as a 7th level spell, we've dropped to a handful who can cast it. Now, setting aside it's power for a minute, let's address tactical issues: you're a powerful wizard, bent on conquering for some reason. Do you BST those 5th level heroes who are a thorn in your side? Why not, they're only fifth level, right? Good thing your the only bad guy in the world, and no one's looking for you to let your guard down....oh wait, that's not true, is it? And some of your enemies do just what you do, they hire clerics to cast divinations once in a while, don't they? Sure, I can leave my protected fortress to deal with the interlopers...but can I be sure I'll be safe from an assualt by the Great Gorgonzola or the Dread Pirate Roquesfort? While I'm decimating those 5th level weaklings, I could be the target of a dimensional anchor and a few Dispels...and then I'm in a potential world of hurt.
Could Teleport and it's ilk completely transform society? You bet. But under the core rules, it's just not prevalent enough to wage that kind of effect, generally speaking.