Personally, it's six of one, half a dozen of the other. For those too young to recognize the term, it's all the same in the end.<br/><br/>Usually, I treat a natural 1, or a critical failure as a dramatic miss and move on. "Oops, I dropped the damned wand..." or "Damnit, that bee stung me! *rubbing ass* or "I forgot my gloves and my sweaty hands lost the grip on the smooth ivory of my blade." whatever. I use it as much for fun as anything. I don't care for hitting other players (or the character himself) with a critical failure; but it happens in combat since the beginning of time. While all D20 games have a flat 5% chance instead of something closer to a .5%, friendly fire events happen much more often in bigger battles than smaller ones, and hitting a friendly is part of the fact that you fight for a living.<br/><br/>Anyway, I'm fine with it either way. GW had a couple of valid points, but it's the GM's game and the players have the option to ask for a particular item not be used.<br/><br/>On the topic of Critical Hit Confirmations. I hate the whole system. If you roll a natural 20, job done and apply double damage. There's no need for the extended crit or having the triple damage and so on. It just comlicates something that worked well to begin with. As a compensator for spell casters, it sucks and I'll leave it at that.