This would seem to be the major stumbling block, then.Of course, this mean the DM has to be fair-minded in littering adventures with scrolls or spell books with some of these spells.
Cool, but the point for me is to keep it simple.I've done this for years and years. Though also adding in spell complexity.
Unique: any new created spell that is only know to it's creator. Only they know the spell.
Very Rare: any spell shared with a small number of people. Only they know the spell.
Rare: The named spells, and some others. Must be found. For sale but expensive and rare.
Uncommon: about half of them can be bought easy, the other half are harder to find.
Common:everyone knows these spells and they can be found anywhere spellcasters are
Simple spells: have a direct straightforward effect. Often a 'fire and forget' effect that requires very little mental effort other then pointing.
Complex spells: have a lasting effect that needs mental control for it's effect. Often complex math is involved.
Exotic: have an effect involving space, time and other such exotic topics.
So the spell fireball is common and simple. Firestorm is uncommon and complex. Arvast's Temporal Fold is rare and exotic.
Agreed, that's a great example in published hardcover adventures, from the people who should know it. From a game perspective if spells are needed, it should be protected in the rules so that DMs don't have a hidden agenda they must fulfill otherwise they are providing a bad experience.Things like this still happen. A GM ran us through Out of the Abyss fairly close to how it was written in the book. I was playing a GOO warlock who took the book path that allowed me to learn any ritual.
Never found 1 outside of the spells I selected at level up.
Sure - and you can house rule that at your table. But that doesn't change that the rule protects the experience of all players. As we see from Sabathius42's example, even published adventures can have issues like this.Bad rules are just bad rules I agree. I also understand that some rules are abstract (i.e., hp and AC), while others are there just to add fun to the game or perform a very specific task as is the case with wizards being allowed to auto select/swap spells at level up. Speaking strictly for myself, and I'm sure I'm in the minority, but it's hard for me to justify the narrative of the campaign and a wizard just getting spells out of thin air if I don't build in downtime between levels for spell research.
Do you see how this really isn't arguable that the rules should have it the other way?
Interesting idea, but the spells that have a name are a fairly random list
Do you see how this really isn't arguable that the rules should have it the other way?
Everything is arguable. Someone who has been on ENWorld for 18 years should know that by now.
Regardless, if it must continue, I prefer this argument - which is broader than the specific suggestion here - be taken to a different thread.
Right - just remember the other half of my point: Telling a player no has a cost. Even when you're strategic to meet your objectives, you're still restricting the player from the options the book suggests are available to them. You can totally do it - but it has a cost. If, for example, I was told that I couldn't have access to the Bigby's Hand spell, I would be disappointed. I'd talk with the DM to see what could be done to gain access as it is a very fun spell to use and high enough level that you do not get a huge span of time as a player to use it.Thus why a DM can tweak the list by adding/removing names to spells if they feel like it. What I like about my idea is that there is - as the first post suggested - is that there are a variety of ways to implement it or a version of it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.