Originally Posted by CMK
but even more important is needing some dramatics when it comes to Nat 1... in D&D (at least in my experience) Nat 1s aren't just failures to make the check they are EPIC failures. Example... rolling at Nat 1 on attack often leads to your weapon either accidently getting flung out of your hand [...]

The point is getting a Nat 1 on the roll should (where possible) have a bigger consequence than a normal failure and Nat 20s (again where possible) should have a more dramatic effect even if it is just flavor.
In your games maybe, but to be clear in D&D 5e a natural 1 on attack rolls is just a normal miss, and it has no special significance for ability checks or saving throws.

For non-combat ability checks, I'd prefer a system of scaling effects dependent on the total roll rather than whether you get a natural 1 or 20. Fail the DC by more than 5? Especially bad effect. Between -5 and -1: mixed success where there is some price/penalty. Succeed by 5 or more: especially good outcome.

In combat, I like the nat 20 dramatic close up, but it could get annoying over the course of the entire game. So it should be a very short cutscene and maybe get less prevalent as the game goes on?

For natural 1s in combat, I don't particularly want more Larian Wacky Effects™ to be implemented in the game. Critical failure effects on attacks also nerfs martial characters with multiple attacks more than casters, which is definitely not needed in 5e. An 11th level fighter will have at least 3 chances to roll a nat 1 per turn, and if one of those effects is "lose your weapon"...that's not great.