Quasqueton said:With all the talk of house rules this week...
You are looking to join a new game, and you ask the DM about his house rules.
"I have no house rules. We play straight out of the core books."
"I have no house rules. We use the core books plus A, B, C, D, E, . . . X, Y, and Z books."
"I have a few [less than a dozen] house rules, but they are mostly minor tweaks [clubs can deal non-lethal damage with no attack penalty]."
"I have a few [less than a dozen] house rules, and most are major alterations [new magic system]."
"I have a 23-page document explaining my house rules."
"I have a 256-page document explaining my meshing of several editions of the game into a barely-recognizable hybrid."
What level of house rules are you comfortable with, as a Player? What level of house rules would turn you away from a game? Is there one particular house rule that would turn you away?
Quasqueton
I would be extremely wary of the "I have no house rules" GMs. I suspect their style of play would not suit me at all. I'd worry it would be a "The Rules are God" type GM. I would be wary of the 256 page guy, if he expected all his players to read that & memorise it. That's about the size of OGL Conan or Grim Tales, basically it's a different game than D&D. OTOH if he said "This is a game based off D&D, here's the 1 page intro, give it a try & see if you like it", fine.
23-page is a good level for tweaked settings like Midnight, probably the ideal level to be readily comprehensible but give a very different flavour. Under a dozen house rules seems very few but might be ok for a GM deliberately choosing to stick as close as possible to default 3e and only change things where absolutely necessary. Presumably he'd be willing to add additional house rules if stuff came up in play.