My point is that setting up the expectation of a moment of triumph and then diluting it with exceptions is going to create moments of disappointment at the table.
If a nat 20 is going to be a big win it should always be a big win. That’s so intuitively true that most people just play that way despite the rules.
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.
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.
You need to qualify this statement with what you believe should happen on a nat 20.
Consistency.
My point is that setting up the expectation of a moment of triumph and then diluting it with exceptions is going to create moments of disappointment at the table.
If a nat 20 is going to be a big win it should always be a big win. That’s so intuitively true that most people just play that way despite the rules.
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.
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.