The published modules (which are just about all full-campaign adventure paths) don't go in for downtime as an element of play at all; the table - be it the players, DM, or both - has to force it in somehow.
And spending money is very much a downtime activity.
Sure, that's definitely true. But if popularity is a function of how well something satisfies the market -- and to be clear it's definitely arguable that WotC hasn't been doing a great job with their APs -- then it's at least a little what people are looking for. There aren't that many people reading Fafhrd and Conan and seeking to replicate that in D&D. The contemporary gritty fantasy characters that
aren't trying to save the world themselves like Geralt of Rivia or Logen Ninefingers also aren't
that motivated by wealth like the old S&S tropes... and in most cases they end up saving the world anyways because it's where they want to retire!
Sword & sorcery itself is kind of dead in favor of high fantasy. Between LotR, MCU, and Harry Potter, it's just the story.
Other than xp-for-gp (the advancement rate in the WotC editions is already way too fast!) that's a lot of "add in"s; and while I could do them I'd prefer they be done in the official rules such that everyone can see - and thus have cause to at least give these things some thought, even if by individual choice they don't get featured in every campaign.
Of course it's a lot to add in. It's a play style that's not really supported by the current rules, and the rules are already sending pretty mixed signals on rewards for the players ("Here's a ton of magic items for rewards, and then here's a bunch of adventure modules that don't really use any"). If the DM wants to run a game this way, then in my opinion, the PCs are going to need a reason to go for it. It's probably easier to play DCC, OSE, or Basic Fantasy if you want that style of play and aren't interested in 30+ year old systems. Maybe you don't need every single rule here, or not all of them all at once, but the players and characters need a tangible carrot, not what they imagine the carrot would be.
After all, these are all people tempered by the disappointment of non-spellcasting abilities in 5th edition D&D above level 10. They need to see something to hope for!
Agreed. 3e went way overboard on this.
Pendulum swung too far the other way, I think.
Yeah, but that's very common. Overcorrecting a problem is usually preferably to under-correcting one. It's certainly a more informative error when it comes to planning for what to do.
That came from DMs and players reading rules that said a class could do something as implying other classes could not, rather than the (I think intended) idea that anyone can still try this but this class is much better at it.
Sure, but I don't think that's an unreasonable reading. Especially given how the game treats things like using weapons, armor, casting spells, speaking languages, etc. Like if
anyone can disarm a trap or pick a lock or move silently, why do Thieves start with a 10-20% of doing it
at all? Surely, everyone else must be
worse than that, right, since the Thief actually trained for it?
To a point I agree, but even a fighter can get its AC from bracers and dex rather than clanky armour, and thus be at least somewhat quiet.
Yeah, it can be done. But it essentially won't be. Just because it's not explicitly banned doesn't mean it's common.
A true heist-based campaign (like, say, trying to roleplay something akin to the Gentlemen Bastards series) would require some serious pruning of the spell lists, however.
Yes, otherwise it'll be, "I cast Pass Without Trace," "I cast Disguise Self," "I upcast Invisibility," "I cast Knock."
It comes down to the game assuming the only roleplayed activity happens in the field, and that downtime is irrelevant. Fine for hard-line APs, not so great for anything bigger.
To some extent. I think it's a bigger issue that there's nothing explicitly to do with gold after level 4-5 unless you're a Wizard or raising the dead.
5e D&D like all the WotC era D&Ds does a great job supporting the murder-hobo play style. If the players had something they needed to do with gold, they'd go looking for it. If they needed to look for it, they'd care about acquiring it and making time to spend it.