My main problem is when the DM intentionally doesn't follow RAW and doesn't consider Sage Advice or Jeremy Crawford tweets as how it should be done. Like I'm fine if he makes mistakes when he corrects them after I provided sufficient evidence, but some DMs are like "That ruling is stupid, I'll stick with mine" and that just makes me want to instant quit. For me the DM is basically just another player, he doesn't make the campaign nor the rules.
Then you'll hate me.
I'm not on FB, Twitter, etc. I never read Sage Advice. So unless someone here is discussing it, I never see whatever Crawford, Mearls, etc has said on a subject.
And I don't care.
Because:
1)By the time they've weighed in on the subject? Me & mine have already determined a solution that works for us. And since our happiness is all that matters around our tables.... If we add a new member & they don't like our solution? Then we discuss it as a group. In most cases the newcomer simply has to adapt to how we've chosen to do things. You know, "When in Rome" & all. And we're the Romans.
2) I'll excuse typos & printing errors. Sometimes though those really do need corrected. But beyond that I don't have much respect for designers who constantly need to clarify their work, issue errata, etc.
(You can imagine my disdain for the heaps of errata & clarifications from 3x/4e/PF.)
Sorry, you wrote the book. You had your chance. And you gave me something that I had to fix. So I'm not going to waste my time dwelling upon what else you have to say on the subject as I've already fixed it.
3) I'm not running AL stuff.
4) "While the material in this booklet is referred to as rules, that is not really correct. Anything in this booklet (and other D&D booklets) should be thought of as changeable - anything, that is, that the Dungeon Master or referee thinks should be changed. This is not to say everything in this booklet should be discarded! All of this material has been carefully thought out and playtested. However, if, after playing the rules as written for a while, you, or your referee (the Dungeon Master)think that something should be changed, first think about how the changes will affect the game, and then go ahead. The purpose of these "rules" is to provide guidelines that enable you to play and have fun, so don't feel absolutely bound to them."
(emphasis theirs)
This quote comes from page B3 of my Moldvay Basic rule book that started me gaming 36 years ago. It's been serving me well ever since. Read the rules, try the rules as is, change as desired after considering their effects.
Similar advice is found in the 1e DMG.
D&D is MEANT to be changed to suit the individual groups & their DMs.
but some DMs are like "That ruling is stupid, I'll stick with mine" and that just makes me want to instant quit.
"Ammunition (such as arrows, bolts, or sling stones) doesn't come in magical versions. You can't craft (or find) a +1 flameburst arrow or a +3 sling stone."
THIS bit of moronic drivel hails from page 232 of the 4e PHB. This is a stupid rule. A prime example of "Yeah, I like my house rule better. (there were magic arrows in my 4e game).
We are afterall playing D&D where we have everything from glowing rocks on up to flying castles, player controlled black holes, & every other magical thing you can imagine. Including gods & dimension hopping.
So WT9Hells were Heinsoo/Collins/Wyatt smoking when they wrote this rule?
For me the DM is basically just another player, he doesn't make the campaign nor the rules.
I assume by this you only play published adventures? And that the PCs only do actions anticipated by the authors of those adventures?