Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I like it as is, so I disagree.
I've also failed a dc 5 persuasion check with my +7 sorcerer because of a 1.
This morning, the sun was too bright and I fell of my bed instead of waking up gracefully like every other mornings.
Stuff happens in rare situations. 1 on the dice represents that.
At the very least we should have the option to toggle it on and off with the default option being off.
Oh wait...then you would be missing critical mechanic based gameplay
Getting critical failures is part of the process, just as getting critical successes (would you be complaining if you were a 1 charisma character and got a nat20 on a charisma role? Same difference as getting a critical failure of 1 on a strength check when you have 25 points in it)
Randomness is, surprise, RANDOM
"Rolling a 20 or a 1 on an ability check or a saving throw doesn't normally have any especial effect. However, you can choose to take such an exceptional roll into account when adjudicating the outcome"
It's an optional rule, yes, but saying it's not part of the official 5E rules is simply incorrect. The devs are the DMs and they chose to make 20s and 1s matter