Quite the contrary in my experience (though obviously our experiences differ). I often see my players benefit from such rules whether it is a lucky fumble on a bad guy's part, or a lucky crit that finishes off a tough enemy, but I digress.
Originally Posted by Keradi01
My typical bend on the issue is more so on the problems with critical fumbles than with the critical hits. From a narrative point of view, I find it strange that even the bestest, greatest swordsman in the world still can have a critical fumble 1 out of every 20 swings*, particularly when your d100 roll also seems to not take character skill into question. Similarly, the guy who just picked up a sword for the first time has an equal chance* of getting that super-awesome 20 then 100 critical strike as our swordsman extraordinaire. Without knowing your chart, I wont suggest a mechanical solution to this, but if your charts already vary on various situations, maybe you do take it into account.
* Barring the fact that a higher-level character is possibly more likely to have something allowing an outright re-roll.
And from a game mechanical point of view, I tend to look at these things as losing in the long-term, even if there's a gain in the short term - critical hits and fumbles add a lot of swinginess to combat, and the more swingy combat is, the more likely luck will dump on the PCs - after all, the PCs are involved in every encounter, most baddies just for a single one - theoretically, the PCs are hoping to win their fights, so when luck helps it go faster, it's cool but expected, but if the luck goes the other way... the PCs die (or are captured, or whatever badness fate has in store for them).
But as with many things, I like to give them a shot before writing them off, so I'll still be trying to poke here with an app (perhaps even sooner than later!)