D&D 2024 Nat 20s, Nat 1s, Critical Hits, Death Saving Throws, and Stabilizing explained! Some of these rules aren’t quite what you think they are.
Natural 20s are exciting. Natural 1s are painful. Critical hits are supposed to feel devastating. And when a character drops to 0 HP, suddenly everyone at the table starts paying attention.
But there are a few D&D 5.5e rules surrounding Nat 20s, Nat 1s, Critical Hits, Death Saves, Dying, and Stabilization that are easy to misunderstand.
In this video, I break down four rules that come up constantly at the table:
• Natural 20s and Natural 1s
When do they automatically succeed or fail, and when do they not?
• Critical Hits
What does the 2024/5.5e rule actually say, and why do I use a different house rule at my table?
• Death Saving Throws
Why I have players roll their death saves privately and why I think it creates a much better sense of danger.
• Stabilizing a Creature
What stabilization actually does, what it doesn’t do, and how to save an unconscious character when you’re out of healing.
If you’ve ever wondered whether a natural 20 automatically succeeds, what happens when you roll a natural 1, how critical hits actually work, or what happens when a character reaches 0 HP, this video should clear things up.
And yes, I fully expect at least a few people to disagree with me in the comments. That’s all part of being a DM. 😂
Are you running any of these rules differently at your table? Let me know in the comments.
0:00 – Intro
1:08 – Nat 20s and Nat 1s
3:29 – Better Critical Hits
5:18 – Death Saves
6:45 – Stabilization
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