Just read the introduction to the PH. I know, most of the people ignore it because they want to go to the crunchy parts, but it's actually well written. After that, of course, do whatever you want to do to have fun. But if people would only read the complete book, it might avoid people then complaining about the way the game has been designed. It has not been designed to be crunchy. It has not been designed as a fighting game with precise rules lie 4e was for example.
I have read it, and several times mind you. I read it before I read anything else in any of the Core 5e Rulebooks when I started playing the game. That doesn't mean that it is the final say on how the game can be/should be played, it's just how they intended it when designing 5e. And that has changed throughout the years. Now they support a larger variety of playstyles, which is an objectively good thing.
WotC detailed the two most important aspects of D&D being its ability to foster and develop friendships, and it's ability to encourage imagination. Neither of those go against the playstyle of powergaming. Powergaming is not incompatible with teamwork or friendships (which I can attest to from my personal experience as a Powergamer Player and DM), and if anything, it encourages creativity.
And this is just the proof that wealth does not matter. In previous editions, you needed wealth as it was an integral part of the computations needed to make sure you survived. In 5e, it serves no purpose.
Of course, inventive DMs can always make it matter in terms of story, but for example in my Avernus campaign, they are quite rich but it avails them to nothing as the only currency that is valid in Hell are souls...
No, it's proof that it
can matter. It might not matter at certain tables, but it does at others. My Eberron campaign would certainly be way, way different if the player characters' wealth didn't matter.
It doesn't need to be an integral part of the edition to matter. That's like saying that your pinky finger doesn't matter because you can survive without it. That's not what the definition of "matter" means.
It does matter, because once more it influenced the design of the game, and what you can easily do with it, compared to what is painful or annoying to do with it.
It really doesn't. Not anymore. Maybe it mattered when they were designing the core of the game, but it doesn't anymore. Intent matters up until it's published. After that, it doesn't matter. Death of the Author and all that.
Validity is one thing, ease of use and appropriateness is something else, see below.
No, it's not. Validity is all that matters. If it's valid, it's an equally appropriate and fine way to play the game. Stop with this "fun supremacy" (preaching that your playstyle of fun is more valid/appropriate because "it's what the game designers were intending when making the game"). It doesn't matter. It may not be "badwrongfun" (because you're going out of your way to avoid saying that it's wrong to play those ways), but you're still saying that it's inferior/"not as important/appropriate".
Frankly, "playstyle appropriateness" can go to hell. If I want to play a Spelljamming, Swashbuckling, rag-tag campaign with Laser Pistols, 4-armed Monkey-People, and Hippo-Headed, Gunslinging Brits, that's just as valid a campaign as the "typical" or "intended" style of playing the game. I don't care if Gygax designed the game without intending to have Spelljammer, Dark Sun, Planescape, or the rest of the vast swathe of D&D settings and playstyles be playable. Fun is all that matters now, not what the heck the designers were intending when making the game.
Personally, I prefer playing games in line with their intent, just like I like driving cars in line with the intent of the constructor. I will not taker a ferrari to drive on tracks in the jungle. I could, but it would be silly, just like racing my 4x4 around a circuit track. I can probably do it for a while, but it will be less fun than driving a ferrari around a race track or driving my 4x4 on a jungle track.
Personally, I prefer playing games how it is fun for me, just like how I prefer eating food in a way that appeals to my taste-buds, not how it appeals to the people who made the meal that I bought. It doesn't matter if a dish was made to be mixed all together to taste a blend of flavors at once to me, I prefer eating the parts of my meal separate from one another. It is neither less valid nor acceptable for me to do this, because I'm still eating the food, I'm still paying the people for making the food, and I'm still enjoying the food. I just don't enjoy it in the same way that others might, and I'm not enjoying it in the same way that was intended.
Both are valid ways to eat food/play the game. It doesn't matter if one was the intent. That doesn't make it better or superior. Stop saying that it does, please.
As an example, people wanting a really crunchy tactical game are frustrated by 5e, and for good reason. The grid system is underdeveloped and clumsy because it's just an option for example. Lots of people are complaining about the action system, or the character creation process, as they are not developed enough, not enough tactical and technical possibilities, etc.
Again, there is nothing wrong with wanting these things, I used to love that at some points in my roleplaying history. But 5e has not been designed with these sort of details in mind, and it shows.
I was originally going to reply to this, but this is really neither here nor there for both this post and the one you were replying to, so it just ended up being a red-herring.