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Comprehend Languages Saves Lives
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<blockquote data-quote="Cruentus" data-source="post: 8927886" data-attributes="member: 7034645"><p>Each of our characters has the same 3-5 as yours does, with "common" and their native tongue as the first two. For the Int spellcasters, while not optimal, Linguist bumps Int and give 3 languages just like that (no one ever accused me of being an optimiser). The party can always speak to each other due to Common, and with like 95% of the rest of the world, unless the DM decides the enemy doesn't speak common. And with 4-6 players, that's 6-24 languages on the high to low end (not including common and native languages) - my DM's don't really give that much thought to languages and their use (or non-use) in our games. Its just never been a lever that they have used. </p><p></p><p>My campaign currently in Greyhawk that I am running has no "Common" language, 4 human languages total so far (we're currently in Furyondy (party 1 - Velondi is the main language - though the main character here is from Veluna, and so could have spoken Velondi or Oeridian) and Sterich (party 2 - speaks Keolandish), 5 non-human languages (elf, halfling, gnome, sylvan, dwarvish, not readily available to learn unless those people live in and around your community), and 3 humanoid (orc, giant, goblin, even harder to learn). You gain your native language at creation, and can learn additional languages based on your Int score (we're playing OSE). It is no guarantee that, for example, that the Oeridian speaker from Veluna could communicate effectively with the Velondi speaker from Furyondy. Fortunately for him, he chose Velondi, as its the more common language in Veluna and Furyondy (in my world).</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8927886, member: 7034645"] Each of our characters has the same 3-5 as yours does, with "common" and their native tongue as the first two. For the Int spellcasters, while not optimal, Linguist bumps Int and give 3 languages just like that (no one ever accused me of being an optimiser). The party can always speak to each other due to Common, and with like 95% of the rest of the world, unless the DM decides the enemy doesn't speak common. And with 4-6 players, that's 6-24 languages on the high to low end (not including common and native languages) - my DM's don't really give that much thought to languages and their use (or non-use) in our games. Its just never been a lever that they have used. My campaign currently in Greyhawk that I am running has no "Common" language, 4 human languages total so far (we're currently in Furyondy (party 1 - Velondi is the main language - though the main character here is from Veluna, and so could have spoken Velondi or Oeridian) and Sterich (party 2 - speaks Keolandish), 5 non-human languages (elf, halfling, gnome, sylvan, dwarvish, not readily available to learn unless those people live in and around your community), and 3 humanoid (orc, giant, goblin, even harder to learn). You gain your native language at creation, and can learn additional languages based on your Int score (we're playing OSE). It is no guarantee that, for example, that the Oeridian speaker from Veluna could communicate effectively with the Velondi speaker from Furyondy. Fortunately for him, he chose Velondi, as its the more common language in Veluna and Furyondy (in my world). [/QUOTE]
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