I'd be interested to know what you guys are doing with Critical Failures. Back in 2E we had to skip our next turn, something I loathed as player and DM--it's just not fun. Recently, the only consequence for my Next players has been a chance to hit allies if they're in the way or adjacent to the missed target. But this seems unbalanced given the awesome benefits to a critical hit. I don't mind if critical hits are more fun than critical failures are aggravating, after all this is a game, but I want to introduce a regular mechanic as a consequence for those dreaded 1s.
- Weapon dropping - this could be interesting. Your weapon goes flying, bow becomes unstrung, drop your spellbook--will take an action to recover.
- Weapon breaking - seems mean, me no like.
- Hit self - I've seen this implemented but it never made sense to me.
- Hit ally - I've used this when aiming past allies, but not enforced it evenly for melee attacks.
- Penalty on next turn - disadvantage on next action and/or move penalty, though it's a pain to track this stuff.
- DM and other players make fun of you - this always happens, but it's not really punishing.