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General Tabletop Discussion
*Dungeons & Dragons
Standard security features of a permanent Teleportation Circle
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<blockquote data-quote="LordEntrails" data-source="post: 6883129" data-attributes="member: 6804070"><p>One solution in earlier editions was that some PTCs require a 'key' or item as well as the address/activation code. Therefore only those with such a key could actually activate or arrive at the destination. No reason you couldn't make that a part of some of your circles as well.</p><p></p><p>Just remember, PTCs can really change the culture of your game. If they are common, and cheap to use, then you end up with a indistinct cultures, vast international markets, cheap goods, localized production of specialties (because it cheaper to import food than to grow it), etc.</p><p></p><p>I like to keep them uncommon, expensive, and dangerous. In short, mystical!</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 6883129, member: 6804070"] One solution in earlier editions was that some PTCs require a 'key' or item as well as the address/activation code. Therefore only those with such a key could actually activate or arrive at the destination. No reason you couldn't make that a part of some of your circles as well. Just remember, PTCs can really change the culture of your game. If they are common, and cheap to use, then you end up with a indistinct cultures, vast international markets, cheap goods, localized production of specialties (because it cheaper to import food than to grow it), etc. I like to keep them uncommon, expensive, and dangerous. In short, mystical! [/QUOTE]
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Standard security features of a permanent Teleportation Circle
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