Luis Figoo said:
Caliban:
How about these scenerios
i) I buy wild horses (before they are tamed). Since most animals fight back when cornered, its likely they would counter attack
Not hebivores, unless you buy ONE stallion and TWO or more mares, and fight only the stallion. Herbivores, especially of species whose main advantage is land speed, tend to
run away, not turn and fight. Evenif you corner it, most horses won;t stop and fight you to the death. They'll bull rush you, and head for freedom.
ii) I hire the animal trainer along with the horse purchase. The animal trainer just gives the order to attack.
Evil act, on both your part and the part of the trainer.
iii) I purchase warhorses instead
And rouse the ire and hatred of the upper class; smart move.
Have you considered just wandering about in a poorer neighborhood, trying to look like a victim -- and waiting for thelocal thieve's guild to declare open season on you?
hammymchamham:
Yeah it would seem evil well until you remember that whalers used to hunt whales just for their organs which produced a sort of perfume (still do i think).
Ambergris. And that was a case of hunters out to gain a product. Your scenario is someone out to kill things ... in order to learn better how to kill things. THAT is the difference; that's what makes it evil.
Then there's those who kill off elephants just for their tusks, tigers for their skins (and other less savory parts), plus tons of other examples. None of those were for eating either. Then again alignment varies DM by DM.
Also, hunters seeking to harvest a physical commodity from their prey. Your character would not be hunting the horses in order to get part of their bodies, with the killing being an unavoidable incidental effect. You would be going out to kill the horses ...
solely to kill hte horses. That is the key difference that makes the act evil.
Pax:
The schools a good idea, though like you said the rate of xp gained is tough to measure. Too much and another illogical situation comes up, the 20th level fighter thats less than 20 years old (which btw is very possible if you ran the recommended WotC adventures back to back). Too little and players will come up with ideas like what i'm doing
.
Hence 10XP per week beign the "high" rate. Considering 20th level characters have close to 200,000xp, well ... ata rate of 50gp per week to earn 10xp ... with NO time off due to illness, injury, or just wanting a bloody LIFE, you would need nearly twenty thousand weeks, to go from 1st level to 20th level -- roughly 400 years. Knock yourself out!
On top of which, thatis why I suggested an experience cap (probably related to the level of the school's Master). So, a school with a 20K experience cap, can't train you very far. Eventually, indeed there would be NO schools for characters at a certain level (probably, IMO, above 8th to 10th level).
Also there's a few follow up problems. For example, would the gp use for schooling be considered as expended? If so i could likely gain them back in another adventure, which allows me to get more schooling. This would cause a spiral problem i mentioned earlier using the gp asset by level value in the DMG (which btw is not easy judging whats an asset and whats not)
The gold cost is intended for verisimilitude (and to require you to have the amount, up front, before beginning training). During the training, you would not be able to do ANY adventuring -- the time used is the
real cost. 10XP per week, tops.
However, it's a good use of time for non-magic-item-manufacturors, during the occasional "two months down" the party Wizards (etc) might want'need to manufacture new items, research new spells, or whatnot.
As for earning the GP back -- well, of COURSE you can. If you buy a potion, and drink it, and it saves yourlife ... the gp cost of the potion is no longer counted "against" the character's suggested wealth-by-level amount.
As for metagaming, i could tell my DM that after fighting so much stuff and learning that i learn new fighting techniques and such in combat situations, it wouldn't make much sense for my fighter (int 14) not to think of arena combat being an equivalent help
The point of XP is, you are supposed to overcome a challenge. Now, if your fighter wanted to enter an arena TORUNAMENT, even if for the sole goal of winning the title (and maybe the purse

) ... then each combat would earn half to full XP (depending on how the GM sets it up; half combat XP due to readily available healing seems like a good idea to me).
But, if it's just sparring and practising ... then you get the lower XP total based on my idea of training ... or none at all.
XP are no longer based on KILLING stuff. You could (in an area with wild horse herds) gain full XP value for encountering wild horses, if your goal was to capture some ... and you do.
XP are based on overcoming obstacles and challenges that would prevent you from achieving a legitimate goal.
As an example ... randomly fireballing an inn-full of peasantry doesn't earn you XP in and of itself. If burning the inn down was a goal you had (for legitimate reasons, NOT just "because I wanna go up a level and there're lots of people in there"), then the GM might award you some experience ... perhaps based on the two guards you neatly bypassed by using fireball ot ignite the combustibles. NOT for the fifty-whatever peasants randomly torched in the process.