This is where I look at setting logic and think "Mages have been researching and inventing new spells for how long now? Of course they'll have come up with a spell that does X provided X is a) relatively simple and b) not achievable by an existing spell". And so, to follow the ongoing example, if spells are extremely tightly proscribed in what they can do and there's a need for a spell that can generate a signal flare 'cause no existing spell can do it as a side effect the odds are mighty high somebody has already invented it.
What research? Seriously. What research? There isn't a single mechanic in all of 5e that actually addresses that.
You are, as is so often the case in these discussions, using speculation and extrapolation as though they were ironclad arguments. They aren't. You need to actually show where the rules support something like this! Because the tradition
I see when I look at this is slavish devotion to the ancients, which, yes, that very much was a Medieval problem. Scrounging up lost tomes from forgotten libraries, rather than pushing the boundaries of knowledge yourself. Hermeticism absolutely was not about scientific-like research. It was about esoterica. Literally, it was
arcane study--finding the "secret", "hidden" truths of existence. There wasn't a scientific bone in its body--it just had some superficial
trappings of science as we understand it today, due to sharing certain attachments like alchemy.
The Wizards we have are people who zealously,
jealously guard their secrets, and if they design a spell at all, you bet your bottom dollar they're going to try to
prevent that spell from ever being known by others--unless they get paid handsomely for it or, more likely, get taught an even rarer, even more powerful spell in exchange.
I don't disagree with you here but given the history of the game's development I very much suspect that, due to pressure from the at-large player-base, this would be end result were spell effects to be as tightly reined in as Hussar was suggesting.
I disagree. I think the playerbase-at-large could be quite easily convinced--because the playerbase-at-large is primarily
not old-school types. It's new folks who have no fixed idea of what D&D has to be, who can still be persuaded that it can be something other than what it is right at this very moment.
I don't mind creative use of "skills" and "feats" either, which is in part why I don't have them codified in my game (other than a few class-specific things such as tracking for Rangers, pickpocketing for Thieves, etc.). With one major exception anyone can try anything, including trying a class-specific skill if not that class, even if you're not very good at it and have sometimes very low or even near-zero odds of success. The major exception is, of course, that a non-caster cannot cast a spell.
Okay. You need to understand, then, that the way you play the game isn't what we're talking about. We're talking about what's actually in the books, and what is actually done at huge swathes--probably a majority!--of tables right now. It's not "Lanefan's home game which he rewrites to be whatever he desires it to be". It's "5e as She Is
Spoke Played". (This is a
joking reference.)
Doesn't matter if my character's a spellcaster or not, as a player sooner or later I'm going to push the boundaries of the rules and see what happens.
Yes, but the problem is, the rules for what non-spellcasters can do are almost always ironclad and essentially impossible to push--as you noted below. Cutting off limbs is too powerful. Doing
anything particularly tricksy is too powerful, and if it's allowed at all, it requires jumping through a ton of hoops and often clearing
multiple checks (a skill check, an attack roll,
and giving the enemy a a saving throw)--again, assuming it's even allowed at all, which it almost never is.
To a point, but I think that's fair: a fighter can't intentionally decapitate (which is, let's face it, a pretty major thing to be able to do) without either a feat or an item that grants that ability, same as a wizard can't cast Fly if she doesn't have it in her spellbook and a cleric can't cast Fly at all.
Except that's
not what people actually do. Again, people will push and push and push and push and push. "Why can't I use
minor illusion to make a symbol in the sky?" "Why can't I use
bless to create holy water?" "Why can't I use
feather fall to glide across a gap?" "Why can't I..." etc., etc.,
ad nauseam.
Martial characters simply, flatly,
do not get this treatment. I've never--not once--seen a DM allow martial characters to attempt anything
half so "creative" as what spellcasters are allowed to do. They effectively rewrite spells
constantly, unless the DM constantly tells them no, which then just turns the DM into a Negative Nancy who never allows spellcasters to have any fun, all while making the DM feel like they're being run ragged just trying to not let the spellcasters rule the roost.