[nervous sweating] I’ve always run my game with crit fail skill checks. That’s normal.
Isn’t it?
Isn’t it?
It’s the second shittiest common house rule, assuming you mean that if someone with a +15 bonus rolls a nat 1 on a DC 5 check, they automatically fail (possibly with a worse effect than if someone with a -1 rolled a 2).
On the other hand, there are other ways to have crit fails on skill checks that are much more palatable, like:
- having a slightly worse effect when someone rolls a nat 1 and would have failed anyway
- having a worse effect when someone’s total is 1 or lower
- having a worse effect when rolls are failed by certain thresholds, like by 10 or more (potentially, but not necessarily, only when the roll was a nat 1)
(The worst common house rule, btw, is crit miss tables for additional effects beyond an automatic miss when you roll a 1 on an attack roll.)
Need to do the Pathfinder crit fails. Crit fail whenever you get 10 less than the DC, or roll a nat 1 and get less than the DC.
https://paizo.com/community/blog/v5748dyo5lkod?Critical-Hits-and-Critical-Failures
Yep, that’s solid! If they got rid of the bit that the designer, Mark, clarified in the comments (“If your nat 20 isn’t a critical success, it is still a success, and if your nat 1 isn’t a critical failure, it is still a failure”) then I’d be a fan. Even with that I still appreciate the extra flexibility that it adds to the design space.
The worst common house rule, btw, is crit miss tables for additional effects beyond an automatic miss when you roll a 1 on an attack roll
That’s not as bad as injury tables for going down
Are injury tables for hitting 0 HP are a common house rule? I can’t even remember the last time I read about a group using one, and I was subbed to multiple game tales groups on Reddit (including RPG Horror Stories).
If you’re trying to run a gritty game, I can understand wanting a player hitting 0 to have an impact. I don’t think injury tables work otherwise. And I don’t personally think 5e is a great system for gritty games overall. The rules for Lingering Injuries are in the DMG, though, so it’s not always even a house rule.
If a 1 is not a fail, why do you roll at all ? I mean if the DC is 5 and you have +15, your DM should just not make you roll (* you pass automatically). So a 1 should always be a fail.
The DM doesn’t necessarily have your modifiers memorized and asking what they are every time slows down play. The DM also likely doesn’t want to share the DC. The easiest fair solution is to always ask for a roll (assuming it’s possible, generically, to succeed or fail) and to then consider passes to be passes. If you only avoid asking for a roll when you know the player will make it, then you’re likely to be biased toward the players whose characters you’re more familiar with.
So a 1 should always be a fail.
RAW this is not the case. From the DMG:
Rolling a 20 or a 1 on an ability check or a saving throw doesn’t normally have any special effect. However, you can choose to take such an exceptional roll into account when adjudicating the outcome. It’s up to you to determine how this manifests in the game.
My experience with having nat 1s being auto fails and is that this results in characters who are “erratically … tragically incompetent” as well as taking away player agency (Nick Brown on rpg.stackechange explained this well). Maybe you and your players like a game like that, but I certainly don’t.
Woah, crit fail tables, ain’t nobody got time for that. I like to use crit fails as an opportunity to impose a cost or hard choice on my players, both in combat and in skill checks. But then, sometimes I just have it as a no, because it’s possible to make no mistakes and still lose.
Really, though, I always just thought that that was how it worked.
Some people do like crits on skill checks. Other people just like rolling dice as much as possible.
The best way I’ve seen it in game was a DM making it so a natural one that you’d succeed with anyways just means you succeed in the ugliest way possible.
Like, you picked the lock, but you cut your hand on a rough edge just enough to annoy you for the rest of the day.
You made the jump, but stumbled awkwardly on landing.
Etc etc
That’s pretty close to the way I’ve seen it done when the DM wants a 1 to be a special number and I didn’t hate it.
A slight alteration of that is to have a successful 1 result in a complication - some of which would result in the attempted task becoming impossible or irrelevant. Maybe you pick the lock but the door is stuck or barred, or maybe you’re halfway through picking the lock when an ogre slams into it, shattering it into little more than splinters. Or you pick the lock flawlessly, but the thing you were after is missing because it was already stolen. It’s crucial that it’s something that’s out of your control with regard to the task you were performing, not that you slipped up in some way to cause the failure. It’s not perfect, but I personally like it a lot more than other implementations.