This was during a short arc (maybe 5-6 sessions) so it’s possible it would have grown on me, or that I could have figured out a better way to make crafting work. I’ll have to go back and re-read the book to be precise, but if I remember correctly:
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Our GM gave us relatively hard missions so we tended to accumulate lots of wounds and stress; we pretty much had to use all our downtime actions and money to try to counteract these injuries. After the first few missions I rarely had enough downtime actions to do interesting crafting, so either I ignored these moves (and my investment in them) or I had to limp into missions half-healed with a lot of stress. (There’s also a strong mechanical reason to prefer alchemist characters using downtime actions to heal people instead of doing research or crafting.)
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One of the strengths of BitD (in my opinion at least) is the way that the inventory system allows you to avoid lengthy and complicated pre-heist planning. However, for alchemical characters you suddenly have to do all the same agonizing about which things to study and then build, using precious downtime actions and other resources. God forbid you craft the wrong thing and then end up being useless on the next mission. (My character focused on things like smoke bombs, acids, flares, oil slicks, etc. This might be less of a problem for characters who plan to focus on medicine/healing.)
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Crafting requires a lot of GM input, so doing it during the session basically makes the rest of the group wait and twiddle their thumbs while the GM and I have a discussion/negotiation, and then I do some rolls, consult some tables, and agonize about how much coin to spend. To me it hits an anti-sweet spot between something very easy and high level (which we could quickly resolve at the table like other moves) and something complex and mechanical (which I’d have to figure out, but which I could largely pursue independently as long as I could “show my work” to the GM).