jmartkdr2
Hero
The problem they run in to is that people have been playing DnD for years with wildly different amounts of downtime. In some campaigns you'll get years of downtime by level 8, in others you'll get maybe a week of downtime by level 20.It's more that D&D
The "where do you find forest herbs in the desert" was the nonmagical ranger problem.
- has a high magic setting as base assumption
- doesn't have a proper item crafting system that scales to match it.
- doesn't have a proper shopping and gathering system
So D&D used spells as a substitute for a lack of system for scaling craftable healing herbs, posions, crystal balls, and ointments. Now we have infusions and invocations as core assmptions which could eleviate this but many will balk.
Without the ability to predict within a couple orders of magnitude how much downtime a player will have to spend, how much downtime should it cost to make a magic sword? What a fair number?
And they couldn't add an expectation without pissing of the grognards since the majority have been playing with a set of expectations already, just one that has nothing to do with how anyone else is playing the game. Since 5e initially had 'don't piss off the grognards too much' as a design goal (for good reasons, actually) they didn't include downtime rules at the base. Meaning that adding them later disrupts people's games (although it went over fairly well overall.)