Critical success and failure has never applied to skills. It was only ever in the rules for attack rolls and (in 5e) death saving throws. Critical success and failure in skill checks is probably an example of the Mandela Effect. Anyway, for the above reasons I don't use them as such. However, on nat 20s I might provide a "path for success" where one may not otherwise have been possible. But it's never a given. More of an opportunity for roleplay.
It's not in the rules, but it makes sense. It also does have rules about taking an automatic 10 for low DC stuff, which you usually only do if even a roll of 1 would succeed so it gives a good trade off having nat 1s be a failure even in skill checks when the player opts to roll instead of taking a 10.
Critical success and failure has never applied to skills. It was only ever in the rules for attack rolls and (in 5e) death saving throws. Critical success and failure in skill checks is probably an example of the Mandela Effect. Anyway, for the above reasons I don't use them as such. However, on nat 20s I might provide a "path for success" where one may not otherwise have been possible. But it's never a given. More of an opportunity for roleplay.
It's not the mandela effect, it's a common house rule that people express their opinions on.
It's not in the rules, but it makes sense. It also does have rules about taking an automatic 10 for low DC stuff, which you usually only do if even a roll of 1 would succeed so it gives a good trade off having nat 1s be a failure even in skill checks when the player opts to roll instead of taking a 10.