
Easy questions get easy answers!
It would appear that adventurers are all possessed of the ability to teleport except in the following conditions:
-They are actively engaged in combat in a combat zone, such as a dungeon or in a fight in the open world.
-They are adventurers. Â It does not appear that non-adventuring types, mundane or mystical, are all able to teleport. Â This might be for various reasons. Â Maybe adventurers are the only ones who routinely travel between cities, thus the only ones who routinely attune to multiple aetherytes. Â Maybe it's too expensive for the average citizen. Â Whatever the reason, it appears that only the adventurers are universally possessed of the ability.
-They aren't taking much with them. Â You can't teleport more than you can carry with you. Â So carts of goods still have to travel.
That would say to me that teleportation is easily disrupted in combat by even unintelligent critters (it's a delicate process), is expensive, is difficult to get attuned, and isn't useful for most transportation needs. Â Therefore, it's only really plausible as a means of travel for adventurers looking to globetrot.
We aren't possessed of the abilities of Ascians and the like to simply vanish into thin air.
So it should be pretty easy to construct stories and scenarios to stop teleportation. Â If someone tries to teleport out of a situation, it should be almost comically easy to stop someone from doing it or not accomplishing objectives when they do.
However, to try to strike it from the record seems not only implausible, but takes away the core of being an adventurer. Â There's a big glowing crystal in many towns and Alphinaud seems to make pretty clear that they're seen as boons (he says the Scions are probably the only reason that Vesper Bay has no Aetheryte and means that as a bad thing). Â So it's not just there, it's part of the fabric of Eorzean infrastructure.
Pretending it doesn't exist isn't a lore stretch, it's a lore break. Â However, you may have many, many reasons your character doesn't teleport personally, if you'd like to avoid it. Â You could be too poor to reliably use it (your character has better uses of his money). Â You could have a religious objection (weirder things happen). Â You could feel that teleportation makes you skip the places you can do good and/or make money (which is true). Â You could simply not be able to do it for some bizarre reason (you're allergic or aether-intolerant).
But in response to the OP, I wouldn't strike it from the canon. Â Not only does it exist, but it exists in so obvious a form that it can't be taken as a mere game convenience.
It would appear that adventurers are all possessed of the ability to teleport except in the following conditions:
-They are actively engaged in combat in a combat zone, such as a dungeon or in a fight in the open world.
-They are adventurers. Â It does not appear that non-adventuring types, mundane or mystical, are all able to teleport. Â This might be for various reasons. Â Maybe adventurers are the only ones who routinely travel between cities, thus the only ones who routinely attune to multiple aetherytes. Â Maybe it's too expensive for the average citizen. Â Whatever the reason, it appears that only the adventurers are universally possessed of the ability.
-They aren't taking much with them. Â You can't teleport more than you can carry with you. Â So carts of goods still have to travel.
That would say to me that teleportation is easily disrupted in combat by even unintelligent critters (it's a delicate process), is expensive, is difficult to get attuned, and isn't useful for most transportation needs. Â Therefore, it's only really plausible as a means of travel for adventurers looking to globetrot.
We aren't possessed of the abilities of Ascians and the like to simply vanish into thin air.
So it should be pretty easy to construct stories and scenarios to stop teleportation. Â If someone tries to teleport out of a situation, it should be almost comically easy to stop someone from doing it or not accomplishing objectives when they do.
However, to try to strike it from the record seems not only implausible, but takes away the core of being an adventurer. Â There's a big glowing crystal in many towns and Alphinaud seems to make pretty clear that they're seen as boons (he says the Scions are probably the only reason that Vesper Bay has no Aetheryte and means that as a bad thing). Â So it's not just there, it's part of the fabric of Eorzean infrastructure.
Pretending it doesn't exist isn't a lore stretch, it's a lore break. Â However, you may have many, many reasons your character doesn't teleport personally, if you'd like to avoid it. Â You could be too poor to reliably use it (your character has better uses of his money). Â You could have a religious objection (weirder things happen). Â You could feel that teleportation makes you skip the places you can do good and/or make money (which is true). Â You could simply not be able to do it for some bizarre reason (you're allergic or aether-intolerant).
But in response to the OP, I wouldn't strike it from the canon. Â Not only does it exist, but it exists in so obvious a form that it can't be taken as a mere game convenience.