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Criticals and Fumbles

When you roll a 20 on a d20 attack roll, saving throw, or ability check (before applying any modifiers, bonuses, and penalties), this is referred to as a “natural 20”. Rolling a 1 on a d20 attack roll, saving throw, or ability check (before applying any modifiers, bonuses, and penalties) is referred to as a “natural 1”.

Critical Hits and Fumbles. A natural 20 on an attack roll is a critical hit and is always successful. On the flip side, rolling a natural 1 on an attack roll is considered a critical fumble and always misses. 

Critical Saves. A natural 20 on a saving throw is a critical save and always succeeds. A natural 1 on a saving throw is always a failure.

Critical Successes. A natural 20 on an ability check is a critical success so long as the creature attempting it would normally have succeeded on the check. For example, a baby goblin could never break out of steel manacles using Strength but an adult warrior goblin might. On a critical success the objective of the check is achieved and something else happens as well.

Critical Failures. A natural 1 on an ability check is a critical failure so long as the creature attempting would normally have failed on the check. On a critical failure, the objective of the check is failed, and something unfortunate happens as well.

Group Criticals. When making a group check, a critical success is achieved if all members of the party succeed in their checks, while a critical failure takes place if all members of the party fail.

Criticals and fumbles also provide opportunities for additional positive and negative consequences. For example, in addition to being a guaranteed success, a critical hit increases the damage caused by an attack (dealing double damage). At the Narrator’s discretion, a fumble might also result in a complication for the attacker, such as their weapon getting stuck in a wooden door, requiring an ability check to free it.