Rule Description:
When a player rolls a critical success (natural 20) or a critical failure (natural 1) on an ability check, attack roll, or saving throw, they must act out the result in character to fully embody the consequences. The DM provides the context, but the player describes and roleplays the outcome.
Critical Success (Natural 20):
The player’s character performs an extraordinary feat that goes beyond what was expected. The DM narrates the start of the event, but the player must act out the success with vivid description and dialogue, showcasing their character's reaction or actions in the moment.
Example:
Scenario: A rogue tries to disarm a trap and rolls a natural 20.
DM: "As you carefully manipulate the gears of the trap, you hear a soft click—success! But it seems your nimble hands have done more than disarm it..."
Player: (In character) "Ha! Not only disarmed, but perfectly re-calibrated! A work of art, if I do say so myself. Who knew sabotage could be so elegant?" [Player mimes intricate hand movements] "Step right through, everyone! The trap is mine now!"
Critical Failure (Natural 1):
The player’s character suffers an embarrassing or catastrophic mishap. The DM outlines the general failure, but the player must roleplay their character’s reaction and how they recover from the disaster.
Example:
Scenario: A wizard attempts to cast Fireball and rolls a natural 1.
DM: "As you conjure the spell, the flames sputter and spiral out of control, erupting in your own direction. The singed smell of your robes fills the air, and the flames die out before harming anyone else. What just happened?"
Player: (In character) [Coughs and pats imaginary flames on robes] "Well, that was unexpected! Uh, let’s call that a warm-up. Maybe I should have read the entire incantation this time. No one saw that, right? Right?" [Player looks sheepishly at the party]
Bonus Mechanic: Fate Points
If the player roleplays the success or failure particularly well (funny, dramatic, or immersive), the DM may award a small bonus, such as Inspiration, advantage on their next roll, or a minor boon. This encourages creativity and commitment to the scene.