Make up stuff all you want, but there's a point where you're just screwing with players to irritate and disadvantage them, not trying to produce a more entertaining game.
*blink*
That really depends on the DM, doesn't it? There are, indeed, some DMs who make changes purely to disadvantage players. OTOH, there are DMs who make
dramatic changes to their campaigns, but are still doing so truly to make the world/story more interesting.
The line is drawn in different places for different people, of course, but I don't think it's ever fair to say "If you change up to point X, it's acceptable. If you go beyond X, it's not."
I agree that adding house rules on the fly, changing things in mid-campaign, is bad (unless you talk it over with the players first), and that's certainly not what I was advocating. And it's entirely possible that what I consider changing "details," others consider changing "rules," and vice-versa. But my point remains that I agree with the poster--I apologize, I forget who it was--who said "adventure is partly about discovery" and "the game's not about math assignments." (Or at least, not they waI prefer to play it, it isn't.) Sure, the best way to obtain those feeling is through creative challenges and interesting stories. But tweaking monster abilities and rules (I particularly like the example given that states "don't judge a dragon by its color," since that's something I've done frequently in my own campaigns) is also a wonderful tool for that sort of thing.
If I were to change DR to combine 3.0 and 3.5, I would tell the players "I'm tweaking some monster abilities and rules." I might even tell them "Damage reduction may not work entirely as it does in the rules, but
right now your characters don't know anything about the specifics." It's not as though I advocate sending them in blind; I just don't think the
characters should, for all practical purposes, have access to the Monster Manual.