Originally Posted by 1varangian
The runes could have been mundane markings and just be access points for near-instant fast travel that would assume you actually walk that distance and check the route.
As far as i know (and i admit its possible that i actualy dont laugh ) teleportation is nothing odd in DnD settings ...
So what exactly is the problem here?

I mean yes its kinda odd that someone actualy bothered to give teleportation runes so close together (i mean come on ... first one on the beach and second one right on the cliff abowe it? :D) ...

But beyond that?

Originally Posted by 1varangian
You could even have (random) encounters interrupt the fast travel to keep things exciting.
Or boring and anoying ... its matter of perspective.

Originally Posted by 1varangian
There's nothing more boring than the BG3 world after you clear the encounters and it's completely and utterly dead. Pretty, fake, lifeless.
Well, yes, but there is also no reason to get there again ...
I mean, why would you return ... litteraly anywhere? laugh

The only place that gives you any reason to return is goblin camp, and only for "keep searching for entrance to the Underdark" ... meaning its still pushing you futher ...


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown