Lanefan
Victoria Rules
Well, first off don't use the 3e version; use the 1e version instead, with attendant risks etc. and limitations on what you can take with you.So what does teleport as a spell (where you simply travel wherever you want in the world in a single round) add to a setting that a more restrictive linked portal (which links two places together) lacks? What does it give that is worth its inherent problems?
Also, you can't go "anywhere in the world": you can only go to somewhere you know about in - I think - any edition of the game. I have no real issue with teleporting back to town from an adventure, but I don't like teleporting from town back into said adventure.
What does teleport add?
- the ability for at least the caster to get out of bad situations in a hurry. Party's in a no-win situation? Bail out, round up a rescue group, and go back in - travelling conventionally - to recover the bodies (I've seen this done)
- the ability for the caster to get back to home base fast, from anywhere
- the ability to cut out long stretches of boring play during travel
Linked portals between cities - or even within cities - are great too; as long as the PCs can't just go around building them wherever they like. (one earthquake-prone city in my game has several pairs of linked portals within it, taking the place of bridges across a wide river as said bridges keep falling down during quakes...)
Lan-"teleports are also great for adventurers who simply want a vacation on a sunny beach somewhere"-efan