Hussar said:
Just as a question, what is your reason for cutting xp in half?
Cutting XP in half performs two major functions.
(1) It slows character progression.
(a) The core rules assume (essentially) that a character can go from 1st level to 10th level or higher within the course of a single game year. If this was the case, then there should be a lot more high-level adventurers out there than there are in most core-assumption campaigns. To me, this is more ridiculous than the cleric taking a year off to make torches for profit.
(b) Also, the rate of progression in RAW D&D prevents players from truly understanding/utilizing the abilities they have before they have a whole new slew of powers to learn. Slowing things down allows PCs to better understand the strengths and limitations of their characters. On this subject, I recently ran WLD using full XP progression. At first, as the PCs gained levels quickly, they were pretty happy. Eventually, however, the players themselves began to agree that the slower rate of progression was better for them.
(2) It lowers the amount of magic available in the campaign.
Call it "low magic item" if you like, but fewer XP means fewer magic items crafted means less magic available. PCs have to rely upon their characters more and their characters' stuff less. To me, this is a good thing.
As for the cleric sitting on his duff and cranking out
continual flames:
(a) Hasn't happened yet. The players, surprisingly, are more interested in adventuring than commerce. Oddly enough, though, I have had players want their PCs to go fishing with the intent of selling the fish for profit. Go figure.
(b) Perhaps you missed the part where I said "I am using a setting that, by WotC standards, is definately low-magic and low-wealth" (emphasis mine). Good luck finding the people willing and able to pay for your continual flames at 1000% profit. Could you make a profit? Yes. Could you make the profit you are implying? No.
(c) IMC, clerics gain their spells from gods, and are most often part of organized hierarchies that might have something to say about their activities. In other words, how much of the profit you make is yours, and how much belongs to the Church? Divine spellcasting is not considered to be your own ability. You have a liege/vassal relationship with your god(s).
(d) You also apparently missed the part where I said, "Some spellcasters in the past have caused problems that cause people to look down upon them." Genetically modified foods may (or may not) be perfectly safe, but that doesn't mean that everyone is comfortable with the idea. Now, remove the easy transfer of ideas that the modern era creates and add the fact that the genetically modified foods have, in the past, gotten up and eaten the farmers. Continual flame may be perfectly safe (and even without changing the RAW, it may not be if after a time the flames attract fire elementals, for example, or ethereal filchers), but how do you convince your target market of that fact? Show that you aren't burned by the flames? You're a spellcaster, though, and only the gods know what powers you might have.....!
YMMV, of course, but I find that the core assumptions give rise to far worse logical inconsistencies. For example, if the standard XP and wealth progression is used, where is all the money coming from? Shouldn't epic characters be a dime a dozen? Why haven't they wiped out all the low-level monsters long, long ago? Or at the very least, consigned them to zoos or private reserves?
Etc., etc.
RC
EDIT: I should have mentioned the Guild System. You're going to need that fighter bodyguard.
I also should have mentioned that I view this as a perfectly valid idea, and I would be happy to let the PCs try it. If they work out the kinks and make a ton of cash, good for them. The game isn't, for me, about preventing the PCs from coming up with good ideas.
RC