On the other hand, if you roll a 1, that's a critical miss (if you also miss your confirmation). That means something bad happens. I'll decide what that is.
Ahh, yeah, my old DM used to do the "You swing your sword but somehow impaled yourself and are now dead" moves for natural 1's. Hopefully you will be more creative and at least not make me feel like an idiot for having a bad roll
..... Fucking love it. This gives me better odds than having the natural 10 sadly, since I'm already at a -2 dex modifier and no armor, that base 8 is... bad haha. This will at least give me some opportunity to not get hit, as chances are I'm going to get hit quite often (that is, if I'm ever actually targeted (COUGHTHATMEANSYOUMELEEPEOPLEPROTECTYOURCASTERSCOUGH)).Instead of your AC being equal to 10 + armor + shield + Dex mod + etc., ignore the 10 and just add all your bonuses to a d20 roll. The enemy crits if you roll a 1, and critically misses if you roll a 20. It makes sense, trust me.
Death Flag
Ordinarily, you have six action points. Spend one to roll a d20 twice and take the better of the two results, two to reroll a missed d20 or take an extra move action, or three to take an extra standard action. These replenish after an eight-hour rest (usually at the end of the day) along with your spells. You're also immune to death; you'll stabilize at -9.
During your turn, you can also raise your Death Flag. This gives you six extra action points immediately, but you can now be killed as normal. You probably won't be able to come back, so be prepared to succeed or die heroically.
This part will take me a little time to remember it exists. I will most likely end up using them all for saving against critical misses haha.