In Dungeons & Dragons, house rules can be a major factor in campaigns, for good or ill. The variety of house rules is as wide as the number of Dungeon Masters who play the game. Some Dungeons & Dragons house rules can be good, and some are simply a preferred flavor. However, bad house rules are a surefire way to start a D&D campaign on a bad note.
Common D&D house rules include ways to make the game simpler and ease complicated mechanics. For example, a DM could have a house rule eschewing material components for spells to ease the burden on spellcasters. When instituting a house rule, it is best for the DM to communicate with the players beforehand to make sure that it's something they will enjoy, similar to deciding whether to use homebrew elements in a D&D campaign. However, there are some house rules that should not be attempted, because there is almost no chance of them bringing anything positive to the campaign.
Related: D&D: DMing Is Easier With Monsters Of The Multiverse
House rules that harshly restrict character creation should not be instituted. For example, these kinds of house rules could include not allowing Elves to use heavy weapons or armor, or barring Dwarves from using magic. To be fair, there are low-magic and no-magic campaigns, and those can be done very well. However, placing arbitrary restrictions on race or class choices for characters will only frustrate players. One of the great things about Dungeons & Dragons is being able to create all kinds of characters and give them unique and interesting backstories. By restricting that and not letting players experiment, part of the spirit of the game is lost.
Any D&D house rule that puts one player's character in the control of another player or the DM,
Read more on screenrant.com