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General Tabletop Discussion
*Dungeons & Dragons
Standard security features of a permanent Teleportation Circle
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<blockquote data-quote="dmnqwk" data-source="post: 6884407" data-attributes="member: 6804204"><p>I like to think of Teleportation Circles as a variant of Stargates.</p><p></p><p>Each TPC has an "address" which is geographically represented by the sigils, meaning it would be possible for a player to figure out how to access a TPC by way of knowing it's location and attempting to teleport there (though the chance of an accidental teleport akin to the old system would be more fun here).</p><p></p><p>On top of it, I would have each TPC vary in location as well as protection, for example:</p><p></p><p>1) The PCs find a TPC address written on a strange flyer, written in an obscure dialect of Gnomish. They attempt to contact it (with no chance of failure due to the exact address) and find themselves in a shopping emporium, located in a strange city where everyone is a curious mixture of human and dwarven blood.</p><p>2) A dying man lies on the side of the road, beaten heavily. Before he passes away, he tells the PCs about an ordinary-looking mansion which harbours a cult of yuan-ti. He tells them about a TPC located beneath the south wing of the dwelling. If they try to teleport to it without properly researching it's location their address will be inaccurate, allowing them a higher chance of failure (and possibly a catastrophic failure chance) than if they spent time getting plans of the house, finding a map of the area or having a single rogue sneak in to explore.</p><p></p><p>I know the TPC isn't directly written to function in this manner, but I do miss the old chance of teleport going a-wry, as well as ensuring that the TPC opens up a new system of exploration and adventure.</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6884407, member: 6804204"] I like to think of Teleportation Circles as a variant of Stargates. Each TPC has an "address" which is geographically represented by the sigils, meaning it would be possible for a player to figure out how to access a TPC by way of knowing it's location and attempting to teleport there (though the chance of an accidental teleport akin to the old system would be more fun here). On top of it, I would have each TPC vary in location as well as protection, for example: 1) The PCs find a TPC address written on a strange flyer, written in an obscure dialect of Gnomish. They attempt to contact it (with no chance of failure due to the exact address) and find themselves in a shopping emporium, located in a strange city where everyone is a curious mixture of human and dwarven blood. 2) A dying man lies on the side of the road, beaten heavily. Before he passes away, he tells the PCs about an ordinary-looking mansion which harbours a cult of yuan-ti. He tells them about a TPC located beneath the south wing of the dwelling. If they try to teleport to it without properly researching it's location their address will be inaccurate, allowing them a higher chance of failure (and possibly a catastrophic failure chance) than if they spent time getting plans of the house, finding a map of the area or having a single rogue sneak in to explore. I know the TPC isn't directly written to function in this manner, but I do miss the old chance of teleport going a-wry, as well as ensuring that the TPC opens up a new system of exploration and adventure. [/QUOTE]
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Standard security features of a permanent Teleportation Circle
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