(in D&D at least)

  • kattfisk@lemmy.dbzer0.com
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    2 days ago

    Well DnD consistently doesn’t have criticals outside of attack rolls and death saves.

    Like the person you replied to asked, what would you even expect to happen on an ability crit? If the DM only lets you roll on things that would be possible for you, then you would succeed on a 20 anyway. If the DM lets you roll on impossible things, then you have a 5% of doing the impossible. Neither option is good.

    I absolutely let a 20 or 1 have extra effect whenever it makes sense and feels right. But having it be a core rule would be a PITA.

    Not to mention that it would make skill checks even more driven by randomness, which is already a problem.

    • Hegar@fedia.io
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      2 days ago

      what would you even expect to happen on an ability crit?

      Extra information, owed a favour, make a friend, get a small reward, get a clue to a larger reward, impress someone important, uncover a secret, get forewarning of a danger, hinder a rival, gain advantage on something, opponent is exhausted/confused/embarrassed and must pass a saving throw to act…

      Skill check crits would be just like combat crits except there’s way more scope for fictional as well as mechanical benefits.

      • JackbyDev@programming.dev
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        2 days ago

        That’s still not clear what you mean, all of those things are typically the results of a success. Do you mean nat 20 should always succeed? Do you mean nat 20 should always be a success with extra benefits? Do you mean nat 20 should always give you a side benefit even if it fails? You need to be more clear.