Krelois.. counter to that. Many interesting adventures can be based on the translations of languages. You can have great role-playing around translating of languages.
Key example, Deserts of Desolation. When I ran that many years back, I refused to translate the ancient script and instead gave them a couple ruined signs that had a couple phrases they could figure out and let the *players* figure it out from there.
Railroading? "Put some effort into your game." ?
Sorry, I want my campaign world to feel different.. and part of that difference in the culteral and linguistic challenges. And that means I will put effort into languages and don't want my effort to be wasted by a 1st level spell
Which, BTW, is non-existant in my world.