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<blockquote data-quote="JohnLynch" data-source="post: 6743220" data-attributes="member: 6749563"><p>I've been working on languages for my game as I am not a fan of how D&D 4th edition and 5th edition handled languages.</p><p></p><p>Players begin play being able to speak 1 pre-determined language based on race/ethnicity (humans are split into a number of ethnicities) and 1 pre-determined language based on their homeland. If this is the same language than they automatically know how to read the language.</p><p></p><p>In addition each character gains a number of bonus languages based on their race which typically ranges from 2-4 bonus languages. They can use these bonus languages to learn how to write in a language they already know or they can choose how to speak new languages (or some combination thereof). I then have a list of (at the moment) 29 languages that are spoken in the region the campaign is taking place in. Common is not one of these languages (however the players are told what the most common language is in the region the game takes place).</p><p></p><p>Those players who don't want to mess around with learning multiple languages or being literate in some but not others can simply choose to be literate in all languages they speak and they've recreated how the character would have been made using the stock standard PHB rules. Others who want that extra flexibility can speak anywhere from 3-6 languages and be literate in 0-1 languages (or more of course by choosing to speak less languages).</p><p></p><p>This is designed to have a few effects:</p><p></p><p>If the players metagame and coordinate so they know the widest number of languages possible, that's okay. It means that different characters will be required to take the lead when they interact with different NPCs. If the players decide to just use standard PHB rules (replacing common with the homeland language) then that's fine as well. If they travel abroad or try to speak with someone who doesn't speak the native tongue then they'll need to hire interpreters or use resources to learn how to speak with that character. If they hire an interpreter than that potentially means the wrong thing will be translated or the PCs have invited someone into the party that can sell that information to other interested parties.</p><p></p><p>Essentially by having numerous regional languages and no common tongue, the players have meaningful choices to make when it comes to languages and those choices will either result in different people getting spotlighted during play and/or it will mean new plotlines or obstacles can be introduced into the adventures.</p><p></p><p>How do other people handle languages? Do you simply go straight out of the PHB with no regional languages? Or do you introduce regional languages (if so, do you give players more resources in which to learn those languages?). Do you keep a global common tongue?</p></blockquote><p></p>
[QUOTE="JohnLynch, post: 6743220, member: 6749563"] I've been working on languages for my game as I am not a fan of how D&D 4th edition and 5th edition handled languages. Players begin play being able to speak 1 pre-determined language based on race/ethnicity (humans are split into a number of ethnicities) and 1 pre-determined language based on their homeland. If this is the same language than they automatically know how to read the language. In addition each character gains a number of bonus languages based on their race which typically ranges from 2-4 bonus languages. They can use these bonus languages to learn how to write in a language they already know or they can choose how to speak new languages (or some combination thereof). I then have a list of (at the moment) 29 languages that are spoken in the region the campaign is taking place in. Common is not one of these languages (however the players are told what the most common language is in the region the game takes place). Those players who don't want to mess around with learning multiple languages or being literate in some but not others can simply choose to be literate in all languages they speak and they've recreated how the character would have been made using the stock standard PHB rules. Others who want that extra flexibility can speak anywhere from 3-6 languages and be literate in 0-1 languages (or more of course by choosing to speak less languages). This is designed to have a few effects: If the players metagame and coordinate so they know the widest number of languages possible, that's okay. It means that different characters will be required to take the lead when they interact with different NPCs. If the players decide to just use standard PHB rules (replacing common with the homeland language) then that's fine as well. If they travel abroad or try to speak with someone who doesn't speak the native tongue then they'll need to hire interpreters or use resources to learn how to speak with that character. If they hire an interpreter than that potentially means the wrong thing will be translated or the PCs have invited someone into the party that can sell that information to other interested parties. Essentially by having numerous regional languages and no common tongue, the players have meaningful choices to make when it comes to languages and those choices will either result in different people getting spotlighted during play and/or it will mean new plotlines or obstacles can be introduced into the adventures. How do other people handle languages? Do you simply go straight out of the PHB with no regional languages? Or do you introduce regional languages (if so, do you give players more resources in which to learn those languages?). Do you keep a global common tongue? [/QUOTE]
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