Mustrum_Ridcully
Legend
So, where's the conflict? Why do they need to roll a skill check to see if the hard work they put in finding that magic metal is going to waste or not?I never understood the CRAFTING DOESN'T BELONG OH GOD OH GOD THE THOUGHT ALONE HURTS bit.
Know what's exciting? A low magic setting in which your party fights and gets by the edge of their teeth in order to find enough of a magical metal to make a weapon. And one of said party members is now an awesome smith, so he MAKES that damn weapon with the metal, and it's awesome.
The problem with craft was that it had a very early cut off on when it was still useful. You couldn't make really great items non-magically in most settings (which I also never understood, as, correct me if I'm wrong, but lots of folklore have very un-magical smiths make very awesomely magical weapons). Instead of hacking out craft, they should've done the OPPOSITE, and expanded it.
What kind of merchants and smiths can hope to fight against a dragon? Where did they get all that combat training if they are just merchants and smiths?But why not combine the two? What if your merchants-and-smiths need to go fight a dragon guarding a vein of rare ore, which will make the whole group rich? What if your fighters-and-wizards need to introduce political instability, but are unable to do so with violent means - so they decide to attempt to disrupt the economy of the capital city to induce a peasant revolution?
And then, would I want to see 2 pages or so devoted to Craft and Profession in the PHB that could have been two Paragon Paths or 2 Epic Destinies? Absolutely not - in my egoistical view, Craft & Profession are a waste, since I will most likely never roll on Craft or Profession, but my Paragon Path and my Epic Destiny will get used eventually!