Many house rules consider a 1 on a 1d20 to be a spectacular failure in a majority of situations. I, personally, am not a fan of a 1 (historically called a "fumble") of being a mere failure. I prefer the DM to come up with something particularly entertaining rather than, "You automatically miss." Depending on the situation, some DMs will let the attempt have an effect but an undesired one - harmless or possibly harmful: blasting the head off of a revered statue; tripping and knocking someone prone; getting laughed at by everyone in earshot when failing to charm someone; etc. (These groups call them Epic Fails for a reason.)
Expanding Critical Fails to other roles is more for amusement in my preference, but I'm also one who goes beyond, "I cast Charm," and require some dialog as part of the attempt.
EDIT: On the other end for those with such house rules, 20 on a 1d20 for a variety of things is often a spectacular success in the same style as a Epic Fail and not just a "crit." Some DMs give the player freedom to describe the effects of these kinds of Crits within the limits of the rules - mostly for show.
Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
Many house rules consider a 1 on a 1d20 to be a spectacular failure in a majority of situations. I, personally, am not a fan of a 1 (historically called a "fumble") of being a mere failure. I prefer the DM to come up with something particularly entertaining rather than, "You automatically miss." Depending on the situation, some DMs will let the attempt have an effect but an undesired one - harmless or possibly harmful: blasting the head off of a revered statue; tripping and knocking someone prone; getting laughed at by everyone in earshot when failing to charm someone; etc. (These groups call them Epic Fails for a reason.)
Expanding Critical Fails to other roles is more for amusement in my preference, but I'm also one who goes beyond, "I cast Charm," and require some dialog as part of the attempt.
EDIT: On the other end for those with such house rules, 20 on a 1d20 for a variety of things is often a spectacular success in the same style as a Epic Fail and not just a "crit." Some DMs give the player freedom to describe the effects of these kinds of Crits within the limits of the rules - mostly for show.
Yes. I let players (if they want) describe their fumble or success of a crit. Though I've only had one player yet who wants to describe his own actions. And I had to do learn it myself as my DM never did it when I first started playing.
Honestly I think a Nat 1 should always be a failure and a Nat 20 most of the time is a success(by I mean I once took down a building whilst inside it and my dm only let me live coz i rolled a Nat 20 but I was still dropped to 1 hit point). A Nat one could succeed but there needs to be a consequence in my opinion.
Sorry but I disagree a natural 1 is an automatic failure. Rolling any number is a 5%. There are activities that should not be a 5% failure rate. I had a high level character with a +20 skill bonus. A single 5% chance should not be availble.
Yes you should be able to fail anything, but it should be a string of rolls like a death save type. Roil a natural 1 and then you need to make a few more rolls to see if you fail.
In general, you should only ask players for a roll if there's both a chance for success and failure which will have a meaningful effect on the game. In other words, don't ask players to roll if they cannot fail even if they roll a nat 1 (walk normally down a street) or even if they cannot succeed with a nat 20 (ask the king to abdicate and make you the new king). Something which costs the players time or could have a complication is a valid reason for a roll.
However, I don't necessarily believe that every time a 1 is rolled it has to be a critical failure, that can end up being punishing for PC's which make a lot more attack rolls. Brennan Lee Mulligan is a big believer in a 20 being an automatic success no matter what the ask was, but I don't share that opinion. A 20 is by definition, the best possible result, but I would put the emphasis on 'possible.' You still get the best result, but that doesn't mean asking for something impossible succeeds.
DnD rules are interpreted with the principle that specific beats general; if there's a rule which carves out a specific exception to a general rule, the specific rule takes precedence. Reliable Talent is a specific rule:
(5e):
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
(5.5e)
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Some other features also have similar words (treat a roll of x or lower as an y), and those overwrite the general rule, so even a 1 would be treated as a 10. I would not advise making a house rule to overwrite that, the whole point of that feature is to be reliable.
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Many house rules consider a 1 on a 1d20 to be a spectacular failure in a majority of situations. I, personally, am not a fan of a 1 (historically called a "fumble") of being a mere failure. I prefer the DM to come up with something particularly entertaining rather than, "You automatically miss." Depending on the situation, some DMs will let the attempt have an effect but an undesired one - harmless or possibly harmful: blasting the head off of a revered statue; tripping and knocking someone prone; getting laughed at by everyone in earshot when failing to charm someone; etc. (These groups call them Epic Fails for a reason.)
Expanding Critical Fails to other roles is more for amusement in my preference, but I'm also one who goes beyond, "I cast Charm," and require some dialog as part of the attempt.
EDIT: On the other end for those with such house rules, 20 on a 1d20 for a variety of things is often a spectacular success in the same style as a Epic Fail and not just a "crit." Some DMs give the player freedom to describe the effects of these kinds of Crits within the limits of the rules - mostly for show.
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
Yes. I let players (if they want) describe their fumble or success of a crit. Though I've only had one player yet who wants to describe his own actions. And I had to do learn it myself as my DM never did it when I first started playing.
Honestly I think a Nat 1 should always be a failure and a Nat 20 most of the time is a success(by I mean I once took down a building whilst inside it and my dm only let me live coz i rolled a Nat 20 but I was still dropped to 1 hit point). A Nat one could succeed but there needs to be a consequence in my opinion.
Sorry but I disagree a natural 1 is an automatic failure. Rolling any number is a 5%. There are activities that should not be a 5% failure rate. I had a high level character with a +20 skill bonus. A single 5% chance should not be availble.
Yes you should be able to fail anything, but it should be a string of rolls like a death save type. Roil a natural 1 and then you need to make a few more rolls to see if you fail.
In general, you should only ask players for a roll if there's both a chance for success and failure which will have a meaningful effect on the game. In other words, don't ask players to roll if they cannot fail even if they roll a nat 1 (walk normally down a street) or even if they cannot succeed with a nat 20 (ask the king to abdicate and make you the new king). Something which costs the players time or could have a complication is a valid reason for a roll.
However, I don't necessarily believe that every time a 1 is rolled it has to be a critical failure, that can end up being punishing for PC's which make a lot more attack rolls. Brennan Lee Mulligan is a big believer in a 20 being an automatic success no matter what the ask was, but I don't share that opinion. A 20 is by definition, the best possible result, but I would put the emphasis on 'possible.' You still get the best result, but that doesn't mean asking for something impossible succeeds.
DnD rules are interpreted with the principle that specific beats general; if there's a rule which carves out a specific exception to a general rule, the specific rule takes precedence. Reliable Talent is a specific rule:
(5e):
(5.5e)
Some other features also have similar words (treat a roll of x or lower as an y), and those overwrite the general rule, so even a 1 would be treated as a 10. I would not advise making a house rule to overwrite that, the whole point of that feature is to be reliable.