Well, accepting this thinking is easier for me (and apparently, for my group) then running into the real "math" problems every session, or going through all the minutia of NPC/monster design before the session. I needed to make this mental "re-education" once, but the rest I had to face each and every session and every time I want to create an adventure.Far easier for me to balance spellcasters than to try to get my players to adapt to the "you can only do a trip once a day" way of thinking.
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?
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!
jmucchiello said:But even in a party of smiths and merchant I can't imagine sitting around a table rolls dice over and over to see if someone can make the masterwork plate mail. The crafting part of the process is silly.
"Vellis the Bold? You are him, are you not? The wizard who single-handedly slew the tribe of hobgoblins up near Keldan Ridge?"
"I am."
"Sir, I come to you on behalf of the peaceful villagers of Hommlet who have a problem quite dire. It seems that cultists of a bizarre elemental deity have --"
"Sorry, can't."
"Pardon?"
"Working on my blacksmithing. I need to make another 19 of these iron longswords to get a skillup, which means I'm going to have to head up into the mountains for a few weeks to gather the ore."
"I'm certain the good people of Hommlet would reward you with all the iron you could want in exchange for driving off--"
"Nah. In another two skillups I'm going to need adamantite anyway."
"They'll happily build you a workshop, good sir, and the town would be overjoyed to have a powerful wizard in residence to help defend against--"
"Workshop? Pssshaw. See that pile of hot coals over there? And that anvil? That's all I need."
"But that belongs to--"
"He doesn't mind."
"Sir, please, without your aid--"
"Hey, go bother Roth. He's a skinner, he might need to kill the local sheep or something."
"But... but..."
You are now being ignored by Vellis.
It's sentiments like this that have made me move away from D&D.
What if the group - the entire group - wants to play a group of merchants and smiths, working out of a small town? Now all those things you claim are just "flavor" are important.
Why can't the game support that, and the combat-heavy and "heroic" games that folk such as yourself enjoy? I don't see a reason for a system to cater specifically to one or the other. There's no reason the system shouldn't be able to support any style of play.
I imagine that one of the underlying factors is how XP is gained - killing things and taking their stuff. Nothing other than combat-related abilities are seen as valuable in such a system; everything beyond it is just "fluff" or "flavor."
In thinking about it, I would think that the majority of the mindset of those who support 4e's removal of crafting and such is an effect of the nature of character advancement. Craft: Cheesemaking does not help the party slay critters, which is how advancement is attained, and thus the Craft skill is seen as inherently inferior to a combat- or adventure-enabling skill.
The problem of limited time is related, though I don't think it's the cause of this approach, and I think there's a bit of a strawman going on - I'd think that a system that supported crafting and such would have a way to streamline it so that one player didn't monopolize the DM's time, at least not more than necessary. A system that allowed for a player to suck up half-an-hour of DM time would get annoying, fast, and I don't think that anyone that advocates craft rules would really go for that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.