I only change rules if the official rule is negatively impacting our fun. That can mean a lot of things, of course, but usually it has to either be frustrating, hard to remember, or actively kill some specific sort of enjoyment.More specifically, what makes you, as a DM, sit down and change a rule?
Like, change the lore of goblins or dragons or elves or whatever? I don't usually go crazy but I like to have a few specific elements that differentiate this world from the core assumptions. I am very loose with world building and don't put much stock in "lore" as a component of fun.What makes you craft different lore for your world?
Gnomes are the worst.What makes you not allow/or insist on the presence of certain races, classes, backgrounds?
I don't usually police character generation. And I usually regret that about half a session in to the campaign.What makes you not allow certain combos?
If I own it, we can use it. Also, if it is available on Fantasy grounds (my VTT of choice due mostly to sunk cost.) Generally speaking i don't care for player focused mechanics added to the game, but like I said I try to stay out of character generation.What makes you use certain books and not use others?