I agree, because, I've never met a gamer that isn't committed to the game in at least a small capacity. So why invest someone who will most likely flake and drop out of the gaming group in a couple of months.
And if you tell me you have a player that has been with you for years but won't read the books, I will tell you they are either lazy or you have been duped by a very good con artist.
See, and my wife has copies of all her own books for 3 editions.Actually, I've had and have several players who haven't actually sat down and read the books, nor do they own their own copies. My wife is one.
This, in toto.Mostly because NO book should be allowed at the table that the DM hasn't thoroughly read first. That being said, the DM's copy doesn't have to be available to use for the players; they should have their own.
I find it odd that some players demand that the DM do anything - there was a time that DMs were minor deities... these are sad times indeed.
Also remember that anything beyond the core rules are "suggestions" and that even the core rules can be altered heavily if the DM so desires, but the players should have fore knowledge and access to the rules changes (we used to keep a log of house rules that eventually turned into a player's guide.)
But I have to question, why should a DM buy a book that's about player options? Why should he be the one spending the money, when it's 1) the players using it, and 2) the only reason the DM has it is to check the rules?
Do you think DMs should be the ones buying the splats?
Does a DM have to own the book for it to be allowed in the group? I know that this is how quite a few Dms operate (if I don't own it you can't use it), but that 1) assumes the DM reads the entire thing and knows all the broken bits anyways, 2) puts the purchasing burden on the DM.
It's cheapest (and in my opinion better gaming) if you just play core rules and ban splat.
I started a thread asking about suggested purchases for DMs buying into an edition, and one (possibly more) suggested picking up various player books.
But I have to question, why should a DM buy a book that's about player options?


Actually, I've had and have several players who haven't actually sat down and read the books, nor do they own their own copies. My wife is one.
That's what I say. I allow players to pick from Pathfinder core rules, Inner Sea campaign setting, Gods & Magic and the Adventurer's Armoury. Nothing else is used. Keep it simple is always the best policy.

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