Both the DM and the players need some latitude for the game to work. This edition swings the pendulum back toward the DM a bit. Obviously, whether that's good or bad is a matter of opinion.
Why is player latitude to be valued so highly, but GM latitude is so frightening?
It's not "a bit." Literally every single question that
any player asks about 5e must be prefaced (or postfaced, I guess? postscripted?) with "Your DM can override absolutely everything, including the explicit rules text." Meaning there's really not a damn thing anyone can advise, recommend, or discuss with them--because the DM has absolute, universal, unquestioned
and unquestionable latitude.
It's not "frightening." It's just annoying. For one, I want my choices to matter--to have consequences, that I at least
could have foreseen. A DM that overrides a critical hit when the chips are down is a DM who prevents my mistakes, including the mistake of "trusted the dice too much," from mattering. I cannot learn what not to do, by seeing how something I did had bad consequences, because those consequences got taken away. (The same argument applies to padding an enemy's HP when it goes down "too fast" for the DM's liking).
For two, it frustrates the hell out of me that the books quite literally go out of their way to disparage my preferences. The book where the authors had the intestinal fortitude to explicitly recognize and affirm a deeply marginalized group in our society (trans* people) is the same book where I get intentionally marginalized as a member of the D&D community. That's pretty f*cked up--and it was done, not just in the name of "DM Empowerment!", but in the name of
empowering a specific set of DMs.
Third: DMs kinda never
haven't had latitude. They are not just the creators of the world and the active agents behind the array of opponents and obstacles players face, which
alone is a pretty gorram huge amount of latitude. They're also the purveyors of all information
about that world. Players can only know that which the DM tells them; players cannot see, or hear, or touch, without the DM acting as the go-between. Players are blind, deaf, and numb without them. That's an even
more enormous form of latitude--and real DMs absolutely exploit that information disparity to the fullest, and expect players to
like it, as the "
Was I in the wrong?" thread demonstated. Before we even get into any part of the rules or their workings, or the books' advice to DMs, or anything else, those three facts (world-creator, opposition manager, sensory go-between) always guarantee an enormous amount of latitude for the DM.
Player latitude is to be valued because of that last point, by the way--no game that has any meaning to the role of the DM (whatever name the game chooses to give it) can avoid placing those three enormous forms of latitude squarely in that role's corner. A little bit of certainty--some space of consistency and reliability for the players to hang onto--is a drop in the bucket compared to all of that. Why shouldn't we value giving some of that, given what the DM must necessarily receive by *being* DM?