Crunchier subsystems in narrative-focused game?
How do you guys feel about a narrative-focused game whose core mechanics are pretty simple, but would have a more in-depth ("crunchier") system for something like crafting? Part of the game gives players crafting materials for defeating enemies, but it's not a necessity to interact with it. I've realized though that it definitely gets more detailed than the general and combat resolution mechanics, and wondered if that conflicts with the rest of the game, or if it's fine to have subsystems that may be a bit different and more involved than the rest of the game.
For example, most combat turns are going to be more about narrating what you'd like to happen and have maybe one or two rolls, a lot up to interpretation. When it would come to crafting, however, there are definitely more steps involved in the process other than figuring out what's being crafted. Not necessarily with rolls, there's only one that's made, but as I've been designing and writing the magic items/equipment for the game, it's seeming like there's a lot more specific requirements than the rest of the game, and I want to pump the brakes real quick and make sure it doesn't feel like a major shift in the design goal of "keep things simple and leave it for interpretation/creativity."