Vyvyan Basterd
Adventurer
I was responding to Vyvyan Basterd's rule-ism specifically. Critical hits are fun. But I like my fun gameplay to extend beyond stabbing the bad guy, and think that criticals outside of combat can/should have flashes of excitement as well, so I think skills SHOULD be able to critical. Thus my comment about why this is one reason that Fantasy Craft has risen above D&D 3e or 4e for my fantasy gaming needs.
I woudn't have a problem with Skill checks earning you a critical success, but much like 'stabbing the bad guy' a critical success should only be able to be achieved if you hit the target number. Deciding something is nearly impossible and assigning it a DC of 50 is pointless if you allow a 5% chance for the action to succeed no matter what, IMO.
I'm not familiar with Fantasy Craft, so I have some questions to put your comments in context. How does Fantasy Craft handle critical successes on Skill Checks? Does it allow success beyond a character's normal abilities? For example, if I wanted my character to jump to the moon (an action that has a definable, although insanely high, DC in both 3E and 4E) would a critical success in Fantasy Craft allow him to do so?