Retros_x
Adventurer
I know the rules of 5e pretty well and IMO its necessary to know the rules before you break them. Newbie DMs I always advice to homebrew as little as possible to learn the rules first and play the game as intented, than you have a better understanding when to break and what to break.
As a player I try to shut up and not engage in rules discussions at the table. In our last ToA-session I was really tested. Our DM interpreted Charmed effect as mind control which made the Beholder fight much harder and lead to a retreat with 3 dead player characters. I stomached it (the phantastic roleplay that resulted out of it made it easier) but I couldn't resist to mumble "That is DAMN strong charm effect to turn allies into enemies for 1 hour without any saving throw to get out of it" and he was just "jup, thats ToA for you".
As a player I try to shut up and not engage in rules discussions at the table. In our last ToA-session I was really tested. Our DM interpreted Charmed effect as mind control which made the Beholder fight much harder and lead to a retreat with 3 dead player characters. I stomached it (the phantastic roleplay that resulted out of it made it easier) but I couldn't resist to mumble "That is DAMN strong charm effect to turn allies into enemies for 1 hour without any saving throw to get out of it" and he was just "jup, thats ToA for you".