A 3.5 player asking about criticals. [Archive] - Wizards Community

Post/Author/DateTimePost
J Milburn

12-20-04, 09:57 AM
Sorry about this but i have only started playing dnd recently and so only know the 3.5 rules. However, people often mention various rules concerning criticals and i would like to know about them.

First of all- natural 1s. do these have any effect out of the norm? if so what? are they at the dms discretion? what automatically fails on a natural 1 and what dosent? also, is there anything similar to 19-20 critical in these cases?

Secondly, what happens if you roll a critical on a critical confirmation roll? one of my friends said something about instant death. are there saves for this?

Finally, what automatically passes on a 20? Saves? skill checks?

any feed back from any game version would be much appreciated, as i may adopt it in my campaign. Please note if it is not 3.5

thanks
JimC

12-20-04, 10:06 AM
First of all- natural 1s. do these have any effect out of the norm? if so what? are they at the dms discretion? what automatically fails on a natural 1 and what dosent? also, is there anything similar to 19-20 critical in these cases?

Natural 1 is an auto failure. There is a variant fumble rule that some DM's use. It workes very simmilar to criticals. If you roll a 1, you roll again to conferm the miss. If you miss again, you drop your weapon. Off the top of my head you can only auto fail save's and attack rolls.
There is a variant rule to remove auto fail/success. On a natural 1, take a -10 penalty and on a 20 add a +10 to the roll.


Secondly, what happens if you roll a critical on a critical confirmation roll? one of my friends said something about instant death. are there saves for this?

Variant rule, rolling 3 natural 20's in a row is an auto kill. Don't use it - its a PC killer. "Oh, a Kobold just killed my lvl 20 fighter..."


Finally, what automatically passes on a 20? Saves? skill checks?

Saves and Attacks, never skills otherwise everyone would take 20 and auto pass every skill roll.
J Milburn

12-21-04, 06:06 AM
thanks
CruelDM

12-21-04, 09:11 AM
Ability checks also auto fail on a natural "1" and auto succeed on natural "20".
Mediator

12-21-04, 09:22 AM
Ability checks also auto fail on a natural "1" and auto succeed on natural "20".

I can hardly believe that. Can you please indicate where this is mentioned. I am just thinking that everybody could break through a 3 ft. thick stone wall with DC50 by just rolling often enough....
CruelDM

12-21-04, 10:12 AM
Sorry for the miss information, I posted before morning coffee. After scouring the rules to see why I had thought this I found that the misconception was stemming from a variant rule in the DMG allowing for crit success and failure on checks.

An ability check is handled in all ways as a skill check (no auto success or failure) and allows for the take 10 and take 20 rules. The DMG does suggest a variant rule that modifies this, but it is a variant.