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Teleport Circle - Destroyer of Worlds
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<blockquote data-quote="Humanophile" data-source="post: 13444" data-attributes="member: 1049"><p>You picture everyone as far too mercenary, when there are much better ways to discourage this kind of thinking. And that's ignoring the fact that anyone willing to pay this kind of money would be a fool not to have capable guards. But things in D&D invariably get capatalistic and quasimodern when players get involved. (I do have to wonder if that's a primary product of how we think, though. Can anyone who plays who was raised in a nonwestern culture comment here?) What I'd worry about far more with teleport circles (even under the assumption that one can find 17+ level casters fairly easily, and that they'll be happy to cast their spells for the agreed upon PHB price) is that you're either giving anyone who gets to it an invitation to your back yard (if you put it somewhere close to your base of operations), or you're letting them know where you'll regularly pop out of (if it's some distance from there). With the additional risk of spells made to divert your teleport/interefere en route, I could see them only used for fairly important but cheap commodities, like food to a mining/logging town.</p><p></p><p>Of course, you did just give me a cool idea for a campaign setting/history (The magitopia many players claim would be so easy to create, and it's fall at the hands of revolutionaries/hypocritical luddites), but that's a tangent.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 13444, member: 1049"] You picture everyone as far too mercenary, when there are much better ways to discourage this kind of thinking. And that's ignoring the fact that anyone willing to pay this kind of money would be a fool not to have capable guards. But things in D&D invariably get capatalistic and quasimodern when players get involved. (I do have to wonder if that's a primary product of how we think, though. Can anyone who plays who was raised in a nonwestern culture comment here?) What I'd worry about far more with teleport circles (even under the assumption that one can find 17+ level casters fairly easily, and that they'll be happy to cast their spells for the agreed upon PHB price) is that you're either giving anyone who gets to it an invitation to your back yard (if you put it somewhere close to your base of operations), or you're letting them know where you'll regularly pop out of (if it's some distance from there). With the additional risk of spells made to divert your teleport/interefere en route, I could see them only used for fairly important but cheap commodities, like food to a mining/logging town. Of course, you did just give me a cool idea for a campaign setting/history (The magitopia many players claim would be so easy to create, and it's fall at the hands of revolutionaries/hypocritical luddites), but that's a tangent. [/QUOTE]
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