Teleportation was one of those areas in Traveller that always confused me ... not the nuts and bolts of the rules, but the treatment.
Why would a game where ...
- even the narrowest skill, like Gun Combat (Rifle)-1 grants the ability to operate and maintain any bolt-action, lever-action, pump-action or semi-auto rifle from a .22 plinker to a .50 BMG Barret anti-material rifle
- combat is conducted in range bands and 'turns'
- mass and volume are used interchangeably
.... suddenly go all hyper-concerned about conservation of energy (to the extent of worrying about the temperature change related to change in potential energy) when dealing with psionic teleportation?
The 'special' attention dedicated to teleportation doesn't seem to exist anywhere else in the rules ... even FF&S doesn't get THAT detailed.
When a ship jumps through the magic of jump space, it doesn't arrive at the destination with an insane relative velocity due to the relative velocity of the different star systems. Nor does it suddenly burst into flame because of the conversion of potential energy to heat. So what makes Teleportation such a 'special snowflake'* ?
IMTU: I don't want or need the hassle of psionics 99% of the time, so there are no psions. When I want to play a larger than life game (like the current atpollard PbP game), and I allow psioncs ... they just work. Same as jump drives and combat. I will probably NEVER calculate the energy difference by teleporting to a higher or lower elevation, and if a psion ever attempts boarding via teleportation, the only question is "Are they in range?" ... beyond that, it just works through the magic of teleportation.
* [intended as humor, not an attack on anyone or anything]