Part of the excellent case why you shouldn’t roll for the routine. Take “town downtime activities”.
If a character is a lifetime street urchin, they should be able to find a few “safe marks” versus rolling to snag some risky but lucrative pickpockets. A talented musician doesn’t flub every 20th note, but you can certainly reward bigger rolls with bigger tips.
I feel like this doesn't take two things into account.
First is what the group wants. While that work for a bunch, and does for my Tuesday game, it wouldn't for the games that I've run in the past and personally doesn't work for me either. A lot of people actually like rolling for stuff like that. It adds some element of flavor on how good or bad it can go. While you succeeding might be all but guaranteed, the numbers can impact a lot. That and some of us just like using the clicky math rocks we've spent a disgusting amount of money on.
The other thing is that it still ignores the core problem of a 5% chance of failure of something that you are proficient or an expert in. An expert having a 5% chance of not just failure but critical failure isn't something that I really jive with. Can you imagine if those margins were acceptable in our reality? Can you imagine if there was a 5% chance that during a lecture on something that they've been studying all their life, a medical doctor gives genuinely dangerous advice to his students? Sure. Accidents happen. That has happened in the past but if that happened 5% of the time with every expert on the planet... well things would look very different. The entire term expert would probably have a different definition as that perpetual 5% chance would really change your opinion on how much you trust someone when they have the same chance of catastrophic failure as Joe from the market.
It's more that it's just more work for the DM in this case. Every time a skill check is called or considered, the DM has to reconsider if the character considers this a routine or trivial task. You can see this in the stats: if the character's modifier is 5 or less than the DC, it's trivial. But you also must consider even without a high mod vs DC, is this a task the character has performed hundreds of times before? I try not to come up with solutions, or utilize WOTC solutions that make a lot more work for the DM. Especially if there's already a rule or slight tweak that makes sense and prevents this work: in this case, no crits for skill checks.
And that's why you as the DM can do passive skill checks (neé "taking a 10") for non-stressful situations. A routine landing is just 10 + ability mod (probably INT on a big plane with full FBW) + PB. It's only with 3 of the 4 engines down, the 4th on fire, the computers are fucked, you're trying to land the 747 on a dirt strip, and oh, there's a hurricane when you need to actually roll for it.
Though I'm also down with Esper's idea of every class having a limited reliable talent. So every character could pick one class skill at level 7 and one at level 14 in which they couldn't roll under a 10. The "expert" classes (rangers, rogues, bards, and artificers) would have additional picks at levels 3, 10, and 17 with full reliable talent being their capstone feature.
I like how Pathfinder 2E does it. A 20 brings your result one tier higher. A 1 brings your result one tier lower. With a high enough base expertise, you can still succeed when rolling a 1, just not as awesome as you normally are. And a 20 isn't a guarantee against really strong foes.
This. Plus, if you beat the DC by 10 or more, you get a Critical Success or if you fail by 10 or more you get a Critical Failure, regardless of the dice roll.
And for opposed skill checks only the player/NPC taking the action rolls a d20, and that's compared against the opposing skill DC (10 + Skill Bonus). This streamlines play and reduces random variability.
So in the example here, only the rogue would have rolled the natural 1 and added 26 for a 27. The paladin's Perception DC would be 16, so the Rogue beat it by 11 and it'd normally be a Critical Success. But since it was a natural 1, the Critical Success is reduced to a Success. They still succeeded at deception, but not quite as well as they could have.
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.
Yeah, everyone is very aware it's not in the official rulebook, other than in the section of the official rulebook where it says not to treat it as an official rulebook and only something to fall back on if you can't think of something better.
And for anyone that for any small moment of time may not have temporarily been aware that skill crits isn't in the official rulebook, that problem is solved very quickly the second they meet any other player online.
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.
In epic scaled games, I work around this with a "reroll at -20". So the rogue in this case would have had about a 25% chance to recover on a DC10 check.
I also always include an in-game explanation. In this case, I would have made it a huge flashy "boon of insight" from the Paladin's deity.
Then it's all the more fun if the rogue actually manages the re-roll. "Dude, I even tricked your god!"
I would also RP right into it. "A voice from on high intones 'I dunno, seems legit, to me.'"
Similarly if the rogue actually fails:
"A voice from on high intones 'Seriously, you need to stop falling for this crap. I'm going to send you an amulet of insight or something. What's your next stop?'"
This is why my house rule is nat 20 or 1 gets a second roll to determine the degree of the crit. A 1 followed by another 1 is your true fall on your face odds.
Critical skill failure is relative to the situation, you don't chop your arm off everytime you critically miss in combat. Although if it makes sense for the specific situation, chopping your arm off might be on the table sometimes for a critical miss in combat. Same sort of thing works for skills. It would only be the worst reasonable result that comes to mind. Not that all of a sudden the worst possible thing ever happens completely out of the blue.
I've been trying to include failure techniques from DungeonWorld's suddenly ogres in my game. It proposes a few neat ideas for consequences of failure that are broadly applicable to many RPG systems.
Eg, in the example above, maybe the Rogue (truthfully or not) blabs that their source was [ancient evil tome forbidden by the paladin's order]. Now the complication is not that the Paladin disbelieves the rogue's claim, but that they might question the rogue's true intentions.
Edit: Or in the example given about landing a plane. An experienced pilot won't crash 1/20 times, but what if Air Traffic Control did a bad job managing things today? It will take 1h for the plane to be assigned to a gate, but you need to catch the train to Borovia in 1h15.
An award winning surgeon rolls a 1 while giving a routine lecture? The presentation is so fucking boring that half the students fall asleep. Now the surgeon has to deal with the extra office hours of students who don't understand this part of the curriculum.
Yeah, I really like the "success with complications" category (Fate system does something like this, too) to keep things moving when a bad roll would otherwise make 1-in-a-million tragedy happen.
Doubly so if that bad roll would be a session- or campaign-ender.
I like the idea of a critical role needing another roll to see just how critical it was. That way something crazy can always happen, but it doesn’t need to be a certain doom either.