Critical Skills

Critical successes and failures apply to skill checks as well: sometimes amateurs get a lucky break, and sometimes highly skilled experts fold under pressure. A natural 1 almost always fails and a natural 20 almost always succeeds, but you may be asked to “roll to confirm” (e.g. roll a d20 again) to find out what—if any—additional effect or condition may apply to the critical success or failure.

For example, since it is possible to get a really lucky hit against an opponent of similar capability, rolling a critical hit against an opponent then confirming it with a natural 20 forces an opponent of equal HD or less to make an immediate Death Save; on failure, they drop to 0 hp and begin dying.

Sometimes a character is not under pressure to complete a task with which they are familiar; see Taking Ten. Special circumstances and preparation may also allow a character to give a task their best effort; see Taking Twenty.

Certain things can’t be done untrained, so even a natural 20 won’t succeed if it is literally impossible. A character who lacks proficiency with a specific musical instrument isn’t going to be able to pick it up and pick out a perfect tune, nor will a character who has never handled a set of chisels produce an exquisite woodcarving. Each may produce something surprisingly good, but it will not equal the effort of someone who has trained (and therefore is proficient) in that ability.

Added to House Rules in 2023; updated 18 Feb 2024 and 24 Aug 2024 to include information about “taking ten” and “taking twenty”.

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