When a d20 die is rolled in Lucerne, there are two special results that may heavily change the outcome if applicable. If the d20 die lands on a 20, it is a critical success, otherwise known as a “natural 20,” and if the die lands on a 1, it is a critical failure, or a “natural 1.”
Typically, a critical success is a guaranteed success, but there some checks that are made entirely to see just how gracefully you fail. A natural 20 on such a check would not guarantee success, but rather, a less painful failure. A natural 20 on a Intimidation skill check against a golem known as “The Unfearing” would be hilarious, although not successful.
Critical failures are either the exact same as failing normally, just guaranteed, or substantially worse for your character, depending on context. Attack rolls, for instance, have a table of additional possible effects for when you critically fail. But, these additional effects aren't always going to happen: they are circumstantial.
Different types of d20 rolls have differing results upon a critical success or failure. Here’s a list of a few examples of how a roll can change upon rolling a critical.
Critical Success | Critical Failure | |
|---|---|---|
Attribute Checks&Skill Checks | Your character performs beyond their normal limits. This might make an impossible situation possible, or it may make an impossible situation less painful. Like all checks, context is still considered. | Your character fumbles, and underperforms. This can range from not throwing something far enough, to not reacting in time. Typically results in a total failure, but not always. Like all checks, context is considered. |
Saving Throw | You succeed the saving throw, regardless of DC. If the saving throw was against something that would deal damage to you, you halve the damage you take. | You fail the saving throw, regardless of DC. If the saving throw was against something that would deal damage to you, you double the damage dice of that source of damage. |
Attack Roll | You are guaranteed a hit, and that hit is a Critical Hit. This doubles the damage dice of the attack, as well as any additional dice that are attached to that attack, such as from weapon buffs. If you do not wish to double your damage dice, a critical hit can also be used to allow you to perform an additional action from a specific list for 0 AP instead. See: Critical Hits and Actions | You miss your attack, guaranteed. In some circumstances, an additional negative effect may occur. See: Critical Misses. |