I have had a few ideas floating in my head about the way certain things are handled with dice and I figured I would share.
#1 - Rolling a Natural 20 on checks /////
Have you ever rolled a natural 20 on something and gone "man, that was a bit underwhelming"?
Typically, in the tabletop game, if you were to do something like this,(such as rolling a nat20 on lockpicking a chest) your DM might say "and you noticed something next to the chest as well" as basically a "good job" for rolling a crit on a check.
Basically, depending on how high you roll on something, different things could happen.
Maybe rolling a nat20 on any perception could spawn an RNG item from a list of items specifically meant for this kind of thing.
#2 - Different things happen the higher you roll /////
Another thing that we would do with our plays, is depending on how high you roll, different things could happen.
For instance, if the game is calling for a 5, did you roll right at 5? Or did you roll 10 or 17?
Your roll determines how well you performed your action, so if it only required a 5 and you rolled a 17, it would indicate that you performed it quite well.
In certain circumstances, it would be really neat to see this be considered. I think even doing what I suggested in #1 would be the first step in this.
#3 - Critical Hits and Fumbles /////
One fun thing that we introduced to our campaigns was a 100 point list of critical misses and critical hits that we played with, that allowed us to have really good or really bad things happen to us when these circumstances arose. Here is an example of the list for anyone interested:https://www.angelfire.com/dragon3/vinifera/critical_hit_table_2e.pdf
I think it would be really nice to at least have this as an option. This really spiced up gameplay and I think it would translate really well into Baldurs Gate.