Tony Vargas
Legend
Or, none of you have artisan tools, you can't do it. Or, you start to build a treehouse when the trent you tried to build it on attacks by surprise... ;PThink about how 5E would approach the scenario if the players said, "We want to build a treehouse!" You've basically got three options that fit within the 5E idiom and PHB/DMG guidelines: either just say, "Okay, you build a treehouse"; or say, "Okay, but it costs 100 gp for materials and two weeks for construction", pulling the numbers out of your hat; or rule that it's some kind of ability check, "Okay, but you have to make a DC 15 Intelligence check or it will fall down."
We all had different experiences back in the day. I do seem to remember a lot of time just prowling through dungeons, trying to find that unique combination of questions and action declarations that would result in the characters finding some treasure and/or monsters without being instantly killed, teleported to another plane, waking up chained to a wall, transformed into something the DM found hilarious at the moment, eaten by a/the chest/floor/wall/ceiling/door/stalagmite/stalagtite/stump-with-a-rabbit-sitting-on-it/whatever...Except, that's not how I remember AD&D, so I'm fairly confident that it should be possible to spend 40+% of your time on things besides murderhoboism in D&D, without resorting to "Mother May I?" and DM fiat for 40% of the time. Player agency requires consistency, which means it should have rules support.
...that's probably not what you meant by 'things besides....'
If I hadn't actually seen a couple of players become engrossed in building up a settlement as if they were playing D&D:Civilization, in an actual game, I'd say something about never having seen anyone play like that. As it was, they did take care of most of their civilization stuff away from the table, via a wiki, actually.For example, by PHB rules it's impossible for a blacksmith to make a profit. He spends 50% of the selling price on materials to make his stuff, and he gets free living expenses while he makes it, then he sells the stuff for 50% of the selling price. That's fine as a quick-and-dirty PHB option, but it's not appropriate for a game wherein players are actually interested in commerce, as well as Fireballs.
Maybe not to the levels of specific rules, but it's certainly open to it, depending on how you frame the campaign. The last two eds had wealth/level guidelines that might've given the DM more to work with as far as whether that ton of money should be metric, long or short, and be more copper or gold, while 5e works whether the party gets rich or stays poor. Either way, the DM decides on the setting, situation, risks and potential rewards if the players go looking for such possibilities. Worked in any ed, though, in all likelihood, without some sort of added Social and/or Exploration/Travel systems, it's still going to be a bunch of planning, followed by a bunch of random encounters.the synergistic potential to have a game of mercantilism and Fireballs in which you adventure to dangerous places with valuable cargoes and make a ton of money, not because you took that money off the bodies of dead monsters, but because you're the only one who can survive the journey through the Straits of Therdan and all the sahuagin that infest it. That game should be within the D&D idiom, but 5E doesn't currently support it.