Only for attack rolls. Ability checks and saves do not crit fail (or succeed) and reliable talent treats rolls for ability checks that add proficiency bonus as 10 at the lowest regardless, so even if a 1 were a crit fail, it wouldn't matter.
Agreed, Laserllama did most of 5e's classes a kindness. I prefer those to the PHB content.
Vumans get a feat, which is arguably one of the strongest abilities. Base humans are notoriously weak though.
Look at Mr. Fatcat over here eating out while we're on the verge of a recession.
I think they're both winners.
Found the elf.
Fuck, ain't that the truth?
I don't blame anyone generationally anymore. Boomers are too senile for their own good and everyone else is too burnt out to step up to the plate.
"Please, Trump, stop winning."
Astounding that he actually managed to deliver on that promise.
I think about this image literally every other day since I saw it.
There's always time for one more bad decision, lol.
Bringo!
I heard that guy got prosecuted.
Oops, said the quiet part out loud again.
'Normal D&D character' is an oxymoron.
I knew this year's awards were a joke the second I saw Starfield nominated for (and subsequently winning) 'most innovative gameplay.'
Reminds me of a friend who plays with two custom spells on quickslots the first chance he gets to make them. The first he calls "JUMP GOD" and the second is "I HATE FALL DAMAGE" with 2-300 points in jump for 1s and a couple seconds of feather fall, respectively.
Who needs fast travel?
I can almost guarantee this was some stupid marketing exec's idea. Someone had to write the code that interprets that you're watching an episode that someone else has available for streaming. Any software dev worth their salt would have seen this request and said "This is the dumbest fucking idea I have ever seen in my life" and they probably had to make it anyway because it pays the bills.

House Rules
What kind of rule changes have you folks tried at your tables, and how have they worked out for your games? Good? Bad?
Two of the houserules I implement for every campaign I run:
- No multiclassing until after 5th level, and no further multiclassing unless you have at least 5 levels in all your existing classes. I do this for two reasons, the first being to ensure that every character has access to extra attack/third level spells and slots/some other equivalent before they start dipping elsewhere, and to keep the munchkins at my table from taking multiple 1-3 level dips into classes just to set up a niche wombo combo. Even then, I'm pretty stringent on what I'll allow from a storytelling perspective - I want to know what motivates your Paladin to dip into Warlock besides getting to use CHA for attack and damage modifiers.
- Instead of an ASI or a Feat, every ASI level gives a +1 and a feat. My players and I like this rule because it allows them to pick something fun at those lev