Natural 1s and 20s are not automatic. When determining a check with a d20, figure out what the result is regardless of the actual dice roll. Once you've determined the result, a natural one decreases that result by one effect (e.g. a failure becomes a critical failure) and a natural 20 increases the result by one effect (e.g. a success becomes an automatic success).

Allow untrained skill checks (unless it's a trained action). Pathfinder does a much better job than other game systems for punishing untrained skill checks, as well as rewarding training skills. Since you add your level bonus to trained skill checks, as the player levels and naturally comes across harder difficulty checks (DCs), they won't want to risk critical failures. This may sound foreign to GMs of Pathfinder 1st Edition but it seems logical that the difference between a level 1 fighter and a level 1 wizard isn't that much compared to a level 15 wizard and a level 15 fighter (as there is less distinction between a low level character compared to a high level character).

https://www.reddit.com/r/Pathfinder2e/comments/st8syr/untrained_skill_checks_question/

I will add a possible unpopular or dissenting opinion.

just because you are not trained does not mean you can not attempt a trained-only action. It just means the action may not work the same way as the trained version.

Paizo states clearly " The GM decides whether a task requires a particular proficiency rank."

So for example squeeze is a trained acrobatics action. This does NOT mean no player untrained can ever squeeze just that if you are trained you can use this specific action that is easier and more effective than an untrained person's attempt.

Changing Grip requires an action. If you are holding a one-hand weapon and would like to hold it with two-hands instead, you must change your grip by interacting with the object (this is not a free action); however, you may release your hand from the weapon as a free action. https://2e.aonprd.com/Rules.aspx?ID=194

Critical Hits double the damage of the strike, they don't increase the number of dice rolled. The GM may override this but Pathfinder's rules say double the damage. This nuance is important for weapons with the Deadly and Fatal Traits since the additional dice isn't doubled; in this case, you'd roll your damage, add any damage modifiers, double the total, then add any additional benefits of the critical hit (e.g. Critical Specializations, the Deadly/Fatal bonus dice, etc.).

https://www.reddit.com/r/Pathfinder2e/comments/in84c6/how_to_calculate_damage_from_picks_critical/ https://rpg.stackexchange.com/questions/159255/how-much-damage-does-a-pick-do-on-a-critical-hit