A defense of the critical success/failure on skill checks house rule:
*clears throat* If they can't even succeed on a natural 20 THEN THEY SHOULDN'T GET TO ROLL IN THE FIRST PLACE! If it is beyond their ability to do, then state that. Do not let them roll if there is a 100% chance of failure. The whole point of using dice is to account for tbe element of chance. If the chance of accomplishing something is 0% then there is nothing to roll for. Don't be a dick. If success is impossible, they don't get to roll.
Personally, I also favour the house rule because it adds flavour. I don't make critical fumbles take hit points (unless what they're doing inherently has that as a risk, i.e. attempting to scale a sheer cliff), I just make them a little inconvenient and amusing (for instance, one of my players attempted to quick mount their riding dog and rolled a one, so instead they slipped and faceplanted in the mud). Critical successes I make a bit better than regular successes- something about it makes it more awesome than a normal success would be. Maybe that roast tastes so good today that it's practically exotic- good enough perhaps to give everyone who ate it a +1 morale buff for the day, or at least the next few hours, maybe you bluff the enemy guard so well that your party members who are in on the lie catch themselves believing it too for a moment, etc. You don't get to break the laws of physics with it (the common example I see a lot is flapping your arms up and down and attempting to fly- in this case they just simply wouldn't be allowed to roll because it isn't possible), but you do get to be a little extraordinary.
Come on, guys. It's a fantasy game. We wouldn't be playing if we were looking for 100% realism. Magic and psionics exist, gods are provably real, dragons rule the skies, and powerful liches command legions of undead. There are charms that can allow you to manipulate time, boots that allow you to teleport, djinn that can appear as large humanoids or assume a gaseous form, and devils straight from the abyss. Wildly different species can interbreed (dragons and humans, for example), and there are giant, living, acidic, jello cubes of death in the world. All of this and more is true and people want to squawk about R E A L I S M? Please. So what if one of your players discovers a previously unknown and unused affinity for the violin? So what if the rogue who's never touched a cook pot before finds that they make a top notch porridge? So what if the fighter who's never touched a lock pick before gets lucky jimmying a lock with a pin? So what if the barbarian leaps slightly unrealistically high and grapples the wyvern midair? So what? We're here to have fun. You don't have to break immersion to add a little bit of spontaneous awesome to the game. It's okay if it's somewhat unrealistic...that's the whole point, isn't it? If we were looking for realism, we'd be playing something more like "Suburbs and SUVs," not "Dungeons and Dragons."
Anyway, I seem to have gotten away with myself now. This wasn't intended to be NEARLY this long, but here we are I suppose. If you've gotten this far, thanks for reading. If you prefer something else, cool, you do you. These are just my thoughts on it.











