GMforPowergamers
Legend
My group actually works on a bit of gentleman's agreement that we only use major exploits once... So if I find a way to use a 1st level spell to heal 60hp by RAW manipulation the other DMs will most likely pat me on the back, be amazed and let it slide... once as 'rule of cool' then not only will it not work I and the other player agree not to even try... and if THAT trick requires 5 different things to go right and all 5 are ALSO exploits we wont use 2 or 3 of those exploits later or in another campaign either... this was the dust of dryness bombs of 3.5 that we promised not to do again... or the magic nukes that was find city... locate city... something like that.This.
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I voted "yes" in that a player IMO is always justified in pursuing advantages*, but I'm well aware that those advantages can sometimes - often? - be bad for the game; and the corollary is that the DM should and IMO must be empowered to a) allow non-game-wrecking advantages to be exploited while b) shut down game-breaking advantages on the spot if-when they arise.
* - edit to add: within the rules. Cheating is a complete non-starter.
5e isn't as full of those things so it isn't as much an issue