To transform the D&D gaming tradition into a new kind of game about conformity and conformity, does have its supporters.
Arguably, a game about conformism is no longer D&D. Not the kind of D&D that I love, anyway.
But its only about conformity if you let it be about it. The opening of the Player Handbook says: ''Above all else, D&D is yours. The friendships you
make around the table will be unique to you.
The adventuresyou embark on. the characters you create, the
memories you make-these will be yours. D&D is your
personal corner of the universe, a place where you have
free reign to do as you wish.
Go forth now. Read the rules of the game and the
story of its worlds, but always remember that you are
the one who brings them to !ife. They are nothing
without the spark of life that you give them.''
Yet, post after post you come saying that 5e doest not allow you to do X and Y and it ruins the game for you. You are the one who refuse to use your freedom to create; 5e doest ''allow'' you do to something, you dont need 5e permission to ignite that creative spark of yours and make D&D yours. D&D doest not belong to a company or to a bunch of paper sheets glued together; its yours. Your D&D tradition is your own making, nothing WotC will put out will satisfy you if you want them to cater to a tradition your table and yourself created years ago. Dont wait for permissions, create your own opportunity.
D&D is not the rulebooks, its the result you get when friendship create a collective memory. D&D is my dexterous elves and your graceful arcanist elves, its my group going againt Tiamat in the Nentir Vale and your party robbing a bank in a steampunk city, its my capital inhabited by living gods and your nation united under one faith. D&D is you and me, not Volo' or Mordenkainen, M.Mearls or Elminster.
Dont quit because there's too few options backing your characters; embrace that there's endless possibilities in front of them.
