I would hate that. The last thing I want in D&D is to be keeping track of wolf pelts and iron ingots.Yeah, I imagine something like the crafting systems in a lot of CRPGs. A sword is made of 3 metal, 1 wood, and 1 leather, with an optional rune slot. Mix and match materials of those types to create one with the stats you want.
IMO, a good crafting system in D&D would keep the raw materials abstract. When I said I wanted a crafting system that could be used in the field with the materials at hand, I didn't mean you should have to determine each individual material that's at hand and refer to a chart. I meant something like "Spend X time searching and make a roll and if you make it, you find what you need and can craft the thing."
I see what you mean, but I also think @commandercrud is touching on a key point: D&D is fundamentally an adventuring game. Crafting mechanics should not interfere with adventuring. If you've got five people in the party, and one of them is a blacksmith, the mechanics should not force the players to choose between "go on adventures" and "the blacksmith makes stuff while everyone else tries to find something interesting to do in town."With respect, that's in large part because the game doesn't have rules for other things, not because making things has no place in the genre. And, since Morrus is asking bout what to include in rules, maybe this assertion is not so functional.
That's why I'm interested in crafting that can be done in the field, directly supporting the adventurers' needs at that moment. It makes crafting into part of the adventure, not an alternative to it.
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