Arnwolf666
Adventurer
Or more specifically they just don’t have the biology to wield magic.
There were competing carrot or stick philosophies of encouraging RP. 1e Paladins, Druids, Assassins, alignments, race restrictions &c were examples of the 'stick' - toe the line in how you play your character or the DM will punish you. 5e Inspiration is an example of a 'carrot.'It seems there's a mentality behind limiting options and codifying behaviour prevalent in older RPGs and their communities that I'm failing to grasp as to why they're good things.
This is what was missing from my fantasy all these years, biological essentialism
Sorry to bother your discussion about dwarf wizards and cleric/warlocks and whatnot, but I just thought of another bit of lore that I miss from 4e: the Elemental Chaos. That is, the idea that the elements aren't separated into distinct planes that are all fire (so just going there will burn you to a crisp) or earth (so you'll be stuck in rock forever) or water (no air and infinite pressure) or air (falling forever). Instead, it's one plane where the elemental influences are turned up to 11, but since it's not made up of pure elements you can actually have adventures there without either instantly dying or having magic that makes the elemental influences window dressing. Salamanders swimming in a lake of lava: cool. All fire all the time: not.
I recall reading an article talking about kobold changes for 4e. Their role in the game needed to change since goblins filled their role as well and we did not need two monsters in the same role. Kobolds changed to dragon type to fill another role and still make them fit in the game. I also think that gnomes are not needed as much in 5e since dwarves fill their role as well. In the old editions gnomes could cast spells and that was different than dwarves, but now everyone can be every class and the gnome is kind of left out and could just be a sub-race of dwarf.