- Disables critical fails on skill checks, ability checks (like raw strength or dexterity checks) and saving throws by setting the minimum roll as 2. This means you can't roll a 1 anymore, so no more crit fails on dialogues, lockpicking or concentration.
- The downside is, of course, the specific cases where a 2 is enough to pass a check but a 1 wouldn't be. So
+3on aDC 5or+8on aDC 10. On those cases, you have a 5% chance of being unfairly benefited from the mod. However, given the biggest frustration tends to be on+15onDC 10, I think it's a fair tradeoff. - Through testing, I've confirmed that the minimum roll is enforced after the roll, so this doesn't increase your probability of getting higher rolls. You still have a 5% chance of getting any value on dice rolls, but 1's will become 2.
- This also means that there's no interaction with
Rerollfeatures, like Halfling's Lucky. Mechanically speaking, the roll is made first, checks for a reroll possibility, returns the raw value of the dice, then it's set to the minimum specificed by the passive. So Halflings will still reroll their 1's in skill/ability checks, but if they roll a 1 again, it'll be increased to a 2.
- If you're using Zerd's Rules As Written, there's no need to use this mod, since
RAWalready has an option for this same feature (⚙️skillCheck_critFail) - The mod adds the minimum roll as a passive to all hero characters, overwriting the
Passivesattribute for both_HeroandORIGIN_Karlachstat entries. - If you're using any other mod that overwrites those entries, make sure you use Norbyte's Script Extender (you can follow the installation guide here). By using the Script Extender and placing this mod before the conflicting one (or just first in the load order), you'll still get the passive.
- In case you want the opposite of this (always critically failing ability and skill checks) for whatever reason - like seeing dialogues you wouldn't usually see - you can use this mod by ritzierwizard.
- If you like it, make sure you Endorse it on the Nexus Mods page

