
KestrelZ |
1 person marked this as a favorite. |

This is more of a fluff and world building thought experiment.
with Pathfinder's magic system, some of our historical and fantasy assumptions seem a bit off without some fluff explanation. Some explanations are better than others.
One thing that bugs me is the creation of a fluff explanation for large wooden cargo ships. Skull and Shackles needs large wood ships to work, yet it seems that looking at our history the cost and time was a massive investment to build these things (months of round the clock labor from hundreds of people). High level magic could replace this with teleport circles and such, since such a massive cost and so many people are required in the alternative.
Yet without wood cargo ships, there are no cool naval and piracy on the high seas campaigns. Maybe exploration, yet that is about it.
I have tackled castles before (ones built with labor would place magical protections on them similar to Forbiddance - placed into key bricks in a castle. Ones that appear through deck of many things or wishes lack such fancy protections, though could be added). In such a scenario castles become relevant again, yet I have problems justifying large wooden ships. Any thoughts?

Cap. Darling |

If you have several high level wizards in every City and they are happy to work as cargo Crew then you are rigth.
That is one of the main reasons that i dont have that.
Most folks are not high level magic users and all those that are not highlevel magic users still do stuff to get by.
How do you justify the PCs ever get a chance at doing adventure when there are high level wizards in the World?

kestral287 |
It's a lot of time and money to build a wooden ship, but it's even more time and money to find a 17th level Wizard and get him to build a Teleport Circle at each end of a trade route.
Really your castles have the same problem. The ideal way to build a castle in your world is to get a handful of those key bricks ready, then cast a bunch of Wall of Stones with key-brick-sized-gaps, and have your fully defended castle built in a day.
Solution? It's more economical to pay a bunch of workers for a year or two than it is to higher a Wizard who's that strong for a day. Or, said Wizards just don't exist.

kestral287 |
Building a basic cargo ship costs 10,000 gp. I believe having a 17th level wizard cast permanency and teleportation circle would be 25,880 or so. So both are reasonable for an adventuring party or large town. The problem lies in finding a 17th level wizard.
Add another 22,500 for the materials cost of Permanency, so 48,380. And you'd need a Circle on both ends, as otherwise you'd still need the boats, so we're now talking 96,760. Assuming you're funding his travel costs to get him to each location. I could see a Wizard taking his Teleports out of your bank account too. I mean, are you really going to tell him no?
But let's just call it ~100k per pair of Teleport Circles. That's not cheap.
And then you actually have some associated costs.
Triangular trade is a fairly common thing, historically speaking. If you want to set that up with ships, you can use the same hulls that you were already using. With teleport circles? Now you need three instead of two. ~150k.
One location is also not going to need everything you can send them. For example: let's look at China.
Of the world's ten largest ports, seven of them are in China: Shanghai, Shenzhen, Hong Kong, Ningbo-Zhousan, Qingdao, Guangzhou Harbor, and Tianjin.
So, if I'm in L.A. and I want to send something to Shenzhen, it's obvious how I do that, isn't it? I send a ship there.
But, what if we replaced all of the China-US trade with a pair of Teleport Circles.
Well, I'd probably put one in L.A. and one in Shanghai. If I want to send something to Shenzhen, I have to teleport it to Shanghai, then transport it overland. Or, given relative speeds and costs, more likely it goes from Shanghai to Shenzhen by... boat.
And if I'm in Qingdao and want to send something to, say, Argentina? Well, I'm just kind of screwed. I can ship it along the coast to Shanghai, then teleport it to L.A., then ship it down the coast to Argentina, but at this point I'm still using a lot of ships.
The alternative, of course, is to either connect L.A. and Shenzhen directly, and then Qingdao and Argentina directly, and then probably L.A. and Qingdao and Shenzhen and Argentina and Shanghai and Argentina... and thus I'm up to five pairs of Teleportation Circles and I've spent half a million. And still used less than half of China's ports.
Alternately, I could connect Shenzhen and Shanghai, and then Qingdao and Shanghai, and then L.A. and Argentina, and just pass everything through the Shanghai-L.A. Circles. That cuts me down to 400k. And I still haven't fully connected all the options on these two coastlines.
The short version then? It's just too expensive to consider replacing shipping outright with Teleport Circles.
Now, a single strategically-placed pair of Circles is pretty viable. Still fairly expensive; 100k isn't pocket change by any means. But that's not going to replace shipping, just shift how it works.

Claxon |

In general, the rules are that there aren't random NPCs of greater than 13th level. While there are higher level characters, they should be rare and important. There wont be sufficient number of them to do this sort of thing, and they would know that doing such would disrupt a large portion of the worldwide economy.

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Teleport Circles are also easy to destroy.
A 10th level Wizard can cast, oh, call it twenty 3rd level spells (to be very conservative, I think on average he can do it in seven tries vs. a 17th level caster) over the course of a couple weeks and probably destroy it. Which costs something around 6000gp (2100 if he makes it in seven tries), and a fraction of what it cost to create.
So...unles absolutely nobody would benefit from the teleport circle not working, this is a very risky strategy. Now sure, you can add security (and that'll certainly drive up the price of the sabotage), but the kind of security that can't be casually overcome by a 10th level Wizard is expensive as hell.

LoneKnave |
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You guys keep ignoring the volume of stuff a teleportation circle can carry.
It takes (or could take) a fleet of ships weeks or months to carry as much stuff a teleportation circle could carry in a day.
A teleportation circle doesn't replace 1 ship, it replaces all of them that go to the target destination.
Ships could be useful for short voyages where you make many stops along the way I guess, but teleportation circles can move an incredible amount of stuff incredibly fast.

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You guys keep ignoring the volume of stuff a teleportation circle can carry.
It takes (or could take) a fleet of ships weeks or months to carry as much stuff a teleportation circle could carry in a day.
A teleportation circle doesn't replace 1 ship, it replaces all of them that go to the target destination.
Sure does. Now...how are you getting the money to build one? And to protect it from people who want to sabotage it. And where are you finding a 17th level Wizard to build a pair of them for you?
It's not that this tactic is impossible, it's that it has too high a start up cost, and too rare a necessary prerequisite (a 17th level Wizard) to be remotely common.
Ships could be useful for short voyages where you make many stops along the way I guess, but teleportation circles can move an incredible amount of stuff incredibly fast.
Again, sure, but how are you gonna convince a guy who can create his own demiplane and casually make thousands of gp a day (or more) that what he really wants is to get into mercantile ventures with you?

Valantrix1 |

Also, teleportation circle only teleports creatures, not objects. So in order to make this strategy viable, you would also need something like a portable hole to haul your cargo in… Actually a lot of them, since a 6 foot round hole, 10 feet deep doesn’t hold much. So, add the cost of 25 or so of those to your budget and now it’s ridiculous. All that, just to get the same effect of 1 ship. That only costs 10,000 gp to buy. Now I suppose you could buy 1 portable hole and make multiple trips, but you still have to load and unload those things, which involves crawling down in there to place and retrieve the goods. Meh, it’s just one big flaming nightmare. Also, what self respecting wizard is going to waste his time on being a UPS man? And if you did find a wizard to do it, he certainly would end up charging you just as much if not more for the service. Like I said, nightmare. I'm probably blowing this out of proportion a bit, but you get the point.

thejeff |
Because it's not an economic simulation. Why is anyone doing any of this long distance trading anyway. Prices are the same everywhere, so there's no money to be made shipping goods around. There's no buying things where they're cheap and shipping them to where they're expensive. If you've got Profession(Merchant), your income doesn't actually depend on owning ships or on trading routes or anything like that. You make an Profession check for your Day Job and that gets you your income. Everything else is abstract and not covered by the rules.
We have wooden ships because they're cool and they let you do cool plots. Sure, they break down if you look at the rules too closely and try to take advantage of them, but so does everything else. The game is a fantasy genre adventure simulator not an economic sim.

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How big is a teleportation circle? Circumference, I mean.
It's got a 5 foot radius. Though a Bag of Holding can carry 60 lbs of stuff, and you can do it every couple of rounds or so. That's at least 180 lbs a minute. Multiply that by 8 hour work day, and we're talking over 43 tons in that period. Go with three shifts and you can get 129 tons a day. That's...really quite a bit, and you can probably manage it both ways.
Again, the people who can do this are so vanishingly rare and it's so easy to sabotage that I doubt it'll be common, but it's impressive anywhere it's actually used.

randomwalker |

A different viewpoint: how do you motivate a lvl 17 wizard to do this? If he's just after money he can likely make that faster with other spells that don't change the world map and have unforseen political, economic and military consequences.
A teleportation circle doesn't replace 1 ship, it replaces all of them that go to the target destination.
If you are a merchant already owning a fleet of ships, you might be more motivated to sabotage the circle than to pay for its use. If you are an evil empire, the military applications of the circle makes it a prime target to conquer and control (and squeeze max taxes out of).
Also, a ship is a lower initial investment, can move to another more profitable route, can escape war/taxman/evil empire. Many groups can compete in shipping but only the big power blocks can compete with circles.
Ships could be useful for short voyages where you make many stops along the way I guess, but teleportation circles can move an incredible amount of stuff incredibly fast.
Indeed, with circles the systems would most likely complement each other: circles for massive transport between major hubs and ships for regional transport.

Claxon |

The general accepted practice with teleportation circles, is gigantic creature of some sort loaded with goods.
Also, the wizard doesn't load or unload. He just casts permanency and teleportation circle. After that, the rest is up to the "owners".
Yeah, I imagine that such circle would be very open to sabotage. Or being used against you, to invade. I mean, sure they only go one way. But were talking about making them in pairs. Are you comfortable that your neighbor will never invade you or that they'll never be invaded and put you next on the list with this convenient entrance?

thejeff |
If you are a merchant already owning a fleet of ships, you might be more motivated to sabotage the circle than to pay for its use. If you are an evil empire, the military applications of the circle makes it a prime target to conquer and control (and squeeze max taxes out of).
That's another point - would you let another country establish that kind of point of entry into your major trading port? They can just march an army through with no warning. Small elite team first to handle the immediate security, then the main force.
Fleets are much easier to deal with.

RDM42 |
A different viewpoint: how do you motivate a lvl 17 wizard to do this? If he's just after money he can likely make that faster with other spells that don't change the world map and have unforseen political, economic and military consequences.
LoneKnave wrote:
A teleportation circle doesn't replace 1 ship, it replaces all of them that go to the target destination.If you are a merchant already owning a fleet of ships, you might be more motivated to sabotage the circle than to pay for its use. If you are an evil empire, the military applications of the circle makes it a prime target to conquer and control (and squeeze max taxes out of).
Also, a ship is a lower initial investment, can move to another more profitable route, can escape war/taxman/evil empire. Many groups can compete in shipping but only the big power blocks can compete with circles.
Quote:Ships could be useful for short voyages where you make many stops along the way I guess, but teleportation circles can move an incredible amount of stuff incredibly fast.Indeed, with circles the systems would most likely complement each other: circles for massive transport between major hubs and ships for regional transport.
Much like you ship many things by airplane to distribution hubs then drive them by truck from there to their final destination.

RDM42 |
The general accepted practice with teleportation circles, is gigantic creature of some sort loaded with goods.
Also, the wizard doesn't load or unload. He just casts permanency and teleportation circle. After that, the rest is up to the "owners".
Yeah, I imagine that such circle would be very open to sabotage. Or being used against you, to invade. I mean, sure they only go one way. But were talking about making them in pairs. Are you comfortable that your neighbor will never invade you or that they'll never be invaded and put you next on the list with this convenient entrance?
A gigantic creature through a five foot circle?

Cap. Darling |

by having ships and all that stuff you keep a lot of folks alive. By giving spending it all on the same wizard you only support his need for diamond dust.
If you see the money as seperate from the economy the wizard move May be good but imagine the problems with all the newly unnemployed. And in the future a single Tower with a wizard that takes all your gold is no substitute for a City.
If magic solutions are too cheap just double the cost until they are more balanced.

Claxon |

Claxon wrote:A gigantic creature through a five foot circle?The general accepted practice with teleportation circles, is gigantic creature of some sort loaded with goods.
Also, the wizard doesn't load or unload. He just casts permanency and teleportation circle. After that, the rest is up to the "owners".
Yeah, I imagine that such circle would be very open to sabotage. Or being used against you, to invade. I mean, sure they only go one way. But were talking about making them in pairs. Are you comfortable that your neighbor will never invade you or that they'll never be invaded and put you next on the list with this convenient entrance?
It's not through. You step on the circle and are teleported. The circle only exist to denote where the effect will happen. There is not a size limitation on what creature can be teleported.

Saldiven |
1 person marked this as a favorite. |
This is more of a fluff and world building thought experiment.
with Pathfinder's magic system, some of our historical and fantasy assumptions seem a bit off without some fluff explanation. Some explanations are better than others.
One thing that bugs me is the creation of a fluff explanation for large wooden cargo ships. Skull and Shackles needs large wood ships to work, yet it seems that looking at our history the cost and time was a massive investment to build these things (months of round the clock labor from hundreds of people). High level magic could replace this with teleport circles and such, since such a massive cost and so many people are required in the alternative.
Yet without wood cargo ships, there are no cool naval and piracy on the high seas campaigns. Maybe exploration, yet that is about it.
I have tackled castles before (ones built with labor would place magical protections on them similar to Forbiddance - placed into key bricks in a castle. Ones that appear through deck of many things or wishes lack such fancy protections, though could be added). In such a scenario castles become relevant again, yet I have problems justifying large wooden ships. Any thoughts?
You've hit on one of the many internal inconsistencies with the high magic level apparently prevalent in a lot of Pathfinder worlds such as Golarion. Magic is apparently so common that even moderately large cities have many extremely powerful magical devices available for sale (and countless lesser powerful items), but those same cities don't make use of even relatively low level magic for construction, commerce, travel, security, etc.

Saldiven |
The alternative, of course, is to...
But you fail to include the associated costs for having shipping.
You can't get away with having a single ship on a trade route, unless you're willing to tie up all your eggs in one basket. Ships have to be maintained every time they enter dock. Ships are lost and have to be replaced. Ships crews have to be paid constantly.
Shipping by sea is a hazard, and in a medieval setting, trade ships were lost or incredibly late all the time.
Teleportation circles take out virtually all of the risk of trade. The initial star-up cost is far higher than a trade ship, but the ongoing costs are far less than 1% of the cost of operating a ship. Pretty much the only ongoing cost is security around the two circles to keep hostile people out of Dispel Magic range.
Additionally, transportation is instantaneous, meaning the commercial enterprise doesn't have to wait weeks or months before realizing the return on their trade investment.

thejeff |
RDM42 wrote:It's not through. You step on the circle and are teleported. The circle only exist to denote where the effect will happen. There is not a size limitation on what creature can be teleported.Claxon wrote:A gigantic creature through a five foot circle?The general accepted practice with teleportation circles, is gigantic creature of some sort loaded with goods.
Also, the wizard doesn't load or unload. He just casts permanency and teleportation circle. After that, the rest is up to the "owners".
Yeah, I imagine that such circle would be very open to sabotage. Or being used against you, to invade. I mean, sure they only go one way. But were talking about making them in pairs. Are you comfortable that your neighbor will never invade you or that they'll never be invaded and put you next on the list with this convenient entrance?
Is that made explicit somewhere? I read it the same way RDM42 did and that limits much of the abuse.

Turin the Mad |

When you have the ability to cast a wish and create demiplanes, why bother with commerce? Money is a means to an end, funding eldritch experiments of all sorts, not the end of itself. Odds are pretty good that cheating Death/Pharasma of your soul is far, far higher on the priority list than something as mundane as ... commerce.
If you're using high level magic made permanent for commerce, you're going to go with permanent gates routed through a permanent demiplane whose sole purpose of existence is collecting tolls on the cargo that routes through it. You have to secure it. The cargo has to get to one of your gates - which generally means that for this network to become popular, it also needs to be easily accessible. So you need LOTS of portals. Depending on the tolls involved, a great deal of bulk trade goods won't be an option as the profit will be largely dissolved.
Most rulers are not going to permit such strategically threatening portals to exist in the heart of their domains.
Much like the fabricate "why haven't wizards/artifice clerics of 9th level+ taken over the world's economy?" question, the answer is fairly simple: Why indeed? There are many reasons, up to and including the deities of the settings themselves as active forces, as to why not. Perhaps the Gods have seen these thoughts crop up in their bailiwick time and again over the aeons and nipped it in the bud. Deific power is *not* quantified in PF, so an "idea wipe" or "lock" is done and done.
" I had this idea to ... " *wipe/lock* ... research immortality! "
On Golarion, Abadar and Torag, among others, seem rather likely to frown heavily on such things. 9th level characters are not long in the world against a Herald, let alone any "back up" they bring along. Not even mind blank withstands the scrutiny of the Gods.

thejeff |
Why bother with commerce at all? What bonus is given for a Teleport Circle on your Profession(merchant) day job roll? There isn't one? Then it doesn't help make money. Same for ships for that matter.
This whole argument is a weird combination of "Strictly by RAW we can do this and once we do this we can extrapolate beyond rules based on real world common sense, ignoring the RAW.

Kazaan |
1 person marked this as a favorite. |
1) Why do people rent homes when buying them is so much more cost effective? Instead of paying rent to a landlord, you can make payments on a mortgage towards actual ownership and, once you own the house, you just pay property tax and upkeep (substantially less than rent). So how do you justify rent in a world where buying a house is perfectly doable?
2) If Fighters are considered sub-par compared to other martial classes like Barb, Ranger, and Paladin, why do armies bother to use Fighters at all? For that matter, why do they bother to use the Warrior NPC class? Instead of hiring thousands of Warriors, with a hundred Fighters as NCOs, they could hire hundreds of Fighters as their rank-and-file and just a handful of Barbs, Rangers, and Paladins as the NCOs.
3) Everyone knows that crotchety old lvl 17 wizards are the nicest, most cooperative, and easiest people in the world to work with and have perform mundane magic for the benefits of your business. After all, it's not like they have any interest in delving ancient magic tomes day and night to unlock yet unknown secrets of the arcane arts... they're perfectly happy doing magic tech support for you.
The real reason that you don't have lvl 17 Wizards going around making a teleportation circle network is because of the durned unions. Sailors union, shipbuilders union, dockworkers union; they've all lobbied to prevent this kind of magical time and labor-saving nonsense because it destroys jobs.

LoneKnave |
LoneKnave wrote:You guys keep ignoring the volume of stuff a teleportation circle can carry.
It takes (or could take) a fleet of ships weeks or months to carry as much stuff a teleportation circle could carry in a day.
A teleportation circle doesn't replace 1 ship, it replaces all of them that go to the target destination.
Sure does. Now...how are you getting the money to build one? And to protect it from people who want to sabotage it. And where are you finding a 17th level Wizard to build a pair of them for you?
It's not that this tactic is impossible, it's that it has too high a start up cost, and too rare a necessary prerequisite (a 17th level Wizard) to be remotely common.
LoneKnave wrote:Ships could be useful for short voyages where you make many stops along the way I guess, but teleportation circles can move an incredible amount of stuff incredibly fast.Again, sure, but how are you gonna convince a guy who can create his own demiplane and casually make thousands of gp a day (or more) that what he really wants is to get into mercantile ventures with you?
The idea isn't how you find a 17th level wizard, it's why a 17th level wizard isn't already doing this, if he exists. If he wanted to, he could single handedly take over the commerce of the entire world; so why isn't he doing so? Yeah, he'd only be the richest most influental person person on the plane, but I feel like that's a nice perk.
As for security holes, the guys literally arrive in a 10X10 box. Put an adamantite cage around it, or just put the circle on a 10x10 board and turn it upside down (into a pit of spikes) when you don't expect visitors.
I'm not even a 17 level 30+INT wizard and I can come up with ways to make the circles more or less invasion proof.

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Perhaps the Gods have seen these thoughts crop up in their bailiwick time and again over the aeons and nipped it in the bud. Deific power is *not* quantified in PF, so an "idea wipe" or "lock" is done and done.
" I had this idea to ... " *wipe/lock* ... research immortality! "
So THAT is why there are so many liches in the world. The gods would rather have liches than wizards destroying economies. Destroying economies could end up starving everyone on the planet (until no one is left to buy your fabrications), but liches can only kill so many people.

Drejk |

or just put the circle on a 10x10 board and turn it upside down (into a pit of spikes) when you don't expect visitors
Teleportation circle doesn't work that way. The circle is entry point. Exit point is just a fixed point in space, just like for greater teleport. You can't change its location once it's cast (unless you design a spell doing exactly that).

HowFortuitous |
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The cost to make a teleportation circle permanent is 22,500. The cost to do the actual spell itself is 1,000. That makes the total cost 23,500, but we'll just bump it up to 25,000 because I like mentally satisfying numbers.
That is a huge cost, but it's less than the cost of a Galley (30,000) and the benefits are huge. No danger of pirates, no loss of goods to storms, don't have to pay for crews, food, repairs, anything. No kraken tearing your ships apart. And it replaces potentially dozens of galleys. So let's assume two major trade cities manage to make the deal - they'll both build and defend the teleportation circle in their own cities to allow for instantaneous, no threat, low upkeep trade. Almost immediately people will start adopting this new approach - it's fast, safe, increases trade.
Sure, somebody could dispel it, but there are ways to defend against them, and its easier to defend against than, say, dozens of pirate ships roaming the ocean, sea monsters, storms, and scurvy.
Add 100 years and you have the tippyverse - the result of this thought experiment back in 3.5
http://www.giantitp.com/forums/showthread.php?222007-The-Definitive-Guide-t o-the-Tippyverse-By-Emperor-Tippy

LoneKnave |
LoneKnave wrote:or just put the circle on a 10x10 board and turn it upside down (into a pit of spikes) when you don't expect visitorsTeleportation circle doesn't work that way. The circle is entry point. Exit point is just a fixed point in space, just like for greater teleport. You can't change its location once it's cast (unless you design a spell doing exactly that).
You are right, I thought you need an exit circle.
Well, in that case put a big honking rock in the way and the teleport will fail.
Just put a falling rock-block trap over it with a lever somewhere out of reach of invaders and you basically got an immediate shutdown mechanism in place.

thejeff |
LoneKnave wrote:or just put the circle on a 10x10 board and turn it upside down (into a pit of spikes) when you don't expect visitorsTeleportation circle doesn't work that way. The circle is entry point. Exit point is just a fixed point in space, just like for greater teleport. You can't change its location once it's cast (unless you design a spell doing exactly that).
You could however point the teleport circle to immediately above a spiked pit(or other deathtrap) and cover it with a sturdy lid when you want it to be used.

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so from this thread so far, we have the following costs:
- Teleportation circle 50k/pair
- Security wages at each location ~100gp/month for personnel (you will want a decent sized force at either end ... this assumes warriors not spellcasters)
- Security initial costs (equipment, barracks, adamantine cage at either end large enough to encompass a 10'x10'x10' area, etc.) ~750k (probably more from the adamantine costs)
- Vehicles to ship from your shipment depot to all points (as unlike traditional shipping you are going only from one point to one other point, not any number of ports) ??? ... but will need a good mix of land and sea vehicles to haul goods from point of delivery to final destination ... estimate 100 ships and 1000 wagons ... figure of 1.5M for the ships, wagons, horses ...
- Wages for transport crew and animal upkeep 30k in stable fees, 12k in monthly wages for teamsters, 18k in monthly wages for ships crews
Teleportation Circle total cost 2.4M+ gp to set up, +25k every time a circle gets dispelled, +10k to replace a ship, and 60k+/month in wages and upkeep.
- Traditional shipping 200 ships ... 2M
- Wages for transport crew 36k in monthly wages for ships crew
Traditional shipping total cost 2M+ gp to set up, +10k to replace a ship, and 36k+/month in wages and upkeep.
Traditional shipping is still cheaper, not only on the initial cost for a 200 ship fleet, but also on monthly expenses. Additionally, since traditional shipping is delivery from port A to port B, not static point A to static point B, it does not need to worry about secondary shipping infrastructure.
And let us not forget the trade wars that would erupt between 17th level 30+Int wizards would be far more devastating to the surrounding areas than a conflict between rival merchants...

LoneKnave |
If you count the castle/whatever around the circle, you may as well count building ports for ships as part of the cost. Also, I actually kinda like the spike pit idea above (but again, putting a rock on it to block incoming traffic also works), and that sounds a lot cheaper than the adamantite cage. And same for land transport, to a lesser extent.
I also wonder at what distance do 200 ships become faster at transporting the same amount of goods a TP circle does. Like, packing up one brontosaurus (or *insert large weight limit monster here*) with bags of holding, ant haul etc. has a ludicrous weight limit. We'd need to determine how many rounds it can go in a day, compared to how far a ship can travel.
For example, if a 'saurus can do 20 ships worth of work in one day, then if the ships go 2 days, you'd need 40 ships to keep up with a circle; not counting that during that 1 day the 'saurus goes back and forth, while the ships are just going to the destination then take about the same amount of time to go back.
Thinking about it, I have a feeling the great competitor wouldn't be large ships, but small ships that carry stuff stuffed into bags of holding. Those may be cheaper, need less crew, and maybe can even make better time? I'm not up on shipping rules.

thejeff |
1 person marked this as a favorite. |
If the rules are there to facilitate the story and the World, one thing makes sense. If the World and the story is there for the rules, the other do.
The rules are there to facilitate the game.
Figure out what you want the world to look like so you can play the game you want to play. Tweak or handwave rules so you can justify the world looking like that.
The rules are written to support small adventuring parties. That's the kind of magic that's focused on. They're not written to handle economies and large scale trade. In fact, the rules as written make large scale trade pointless, but it still exists, so that there are ships to plunder and caravans to guard.

Drejk |

Bulk transport with teleportation circles would end reducing prices of the goods, including exotic ones. Why high level wizards would want the exotic goods price dropped? If a spell requires 1000 gp worth of herbs from the other continent and the price of required herb fell from 1000 gp per ounce to 1000 gp per pound, due to easy availbility, it means that the casting the spell means handling whole pouch instead of just taking a pinch from it. It decreases wizard's comfort.

Zilvar2k11 |
Evil Overlord: But of course I will agree to setting up a wonderfully accessible inva...TRADE ROUTE between our great cities!
(insert long time period of trade/spying)
(insert tailored assassination/invasion group for circle defenses)
Evil Overlord: (to new city) But of course I will agree to setting up a wonderfully accessible inva...TRADE ROUTE between our great cities!
I dunno. Seems like a TERRIBLE idea. At least you have a chance to see ships coming in before they get there and kill all of the royal family or drop a Locate City bomb on the capital (wait..does that work anymore?) :)

bugleyman |

I would suggest NOT trying to apply the rules of an RPG to build a coherent world. In my experience, the closer you look, the less satisfied you will become.

Claxon |

Is that made explicit somewhere? I read it the same way RDM42 did and that limits much of the abuse.
No, but there's also no explicit restriction on the size of creatures passing through either.
All we get is: 5-ft.-radius circle that teleports those who activate it
It doesn't say you must be in the circle. In my mind when I read it, I interpret it as every creature currently occupying the circle is teleported. In the event the creature is too large for the circle, nothing else can be teleported with it.
I've never before ever had cause to think there was a size restriction intended. If there is, it should probably be more explicit.

RDM42 |
thejeff wrote:Is that made explicit somewhere? I read it the same way RDM42 did and that limits much of the abuse.No, but there's also no explicit restriction on the size of creatures passing through either.
All we get is: 5-ft.-radius circle that teleports those who activate it
It doesn't say you must be in the circle. In my mind when I read it, I interpret it as every creature currently occupying the circle is teleported. In the event the creature is too large for the circle, nothing else can be teleported with it.
I've never before ever had cause to think there was a size restriction intended. If there is, it should probably be more explicit.
Save that in fiction things like that usually ARE for things inside them. And most other circle spells. A 'symbol teleport' would seems to be teleport anything no matter how big.

thejeff |
You also get:thejeff wrote:Is that made explicit somewhere? I read it the same way RDM42 did and that limits much of the abuse.No, but there's also no explicit restriction on the size of creatures passing through either.
All we get is: 5-ft.-radius circle that teleports those who activate it
It doesn't say you must be in the circle. In my mind when I read it, I interpret it as every creature currently occupying the circle is teleported. In the event the creature is too large for the circle, nothing else can be teleported with it.
I've never before ever had cause to think there was a size restriction intended. If there is, it should probably be more explicit.
You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot.
There are no other creatures occupying the circle. Standing on it activates it, so anyone stepping on it teleports.
I read "standing on it" as actually being on the circle, not just having part of one foot on it. "Touching it" would be more what you're claiming, in my read of it.I never had any reason to think a gargantuan creature could use it. If that's the intent, it should probably be more explicit. :)
Also, as I said above, it's usually better to choose the interpretation that doesn't lead to game-breaking conclusions.

ElterAgo |

You guys keep ignoring the volume of stuff a teleportation circle can carry.
It takes (or could take) a fleet of ships weeks or months to carry as much stuff a teleportation circle could carry in a day.
A teleportation circle doesn't replace 1 ship, it replaces all of them that go to the target destination.
Ships could be useful for short voyages where you make many stops along the way I guess, but teleportation circles can move an incredible amount of stuff incredibly fast.
You are absolutely correct, IF you are shipping a whole bunch of stuff from one location to just one other location very often. However, that isn't what usually happens with trade routes. Trade ships at that approx. level of tech would sail down the coast stopping and trading at each location.