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Teleportation Circles
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<blockquote data-quote="grickherder" data-source="post: 4428617" data-attributes="member: 68043"><p>I like (maybe even love) that the rules for the PCs and NPCs are different. It's absolutely fantastic. One of my favorite features of old D&D like red box/rules cyclopedia was the idea that the players don't necessarily have access to the abilities of NPCs.</p><p></p><p>That said, I think it fits for higher level tiers for them to be able to make them.</p><p></p><p>So what does a permanent magical teleport circle let you do that the 8th level non permanent one does not?</p><p></p><p>It's cheaper and easier to use. 85 less gold per teleport and a +5 to the roll. It also makes its location a destination point rather than a departure point for those who know the sigils/coordinates. For casters of True Portal, it reduces the cost to 1000 gold and gives you a +5 to your arcana roll.</p><p></p><p>That's really not all that powerful or amazing. A level 20 ritual with equivalent costs would likely be more than fine. Perhaps even lower.</p></blockquote><p></p>
[QUOTE="grickherder, post: 4428617, member: 68043"] I like (maybe even love) that the rules for the PCs and NPCs are different. It's absolutely fantastic. One of my favorite features of old D&D like red box/rules cyclopedia was the idea that the players don't necessarily have access to the abilities of NPCs. That said, I think it fits for higher level tiers for them to be able to make them. So what does a permanent magical teleport circle let you do that the 8th level non permanent one does not? It's cheaper and easier to use. 85 less gold per teleport and a +5 to the roll. It also makes its location a destination point rather than a departure point for those who know the sigils/coordinates. For casters of True Portal, it reduces the cost to 1000 gold and gives you a +5 to your arcana roll. That's really not all that powerful or amazing. A level 20 ritual with equivalent costs would likely be more than fine. Perhaps even lower. [/QUOTE]
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