D&D (2024) Bonus languages in One D&D backgrounds goes contrary to their other goals

Cadence

Legend
Supporter
This is definitely not the way to go if the point of having pre-made backgrounds is to make the choice easier for new players. You have to roll a d4 to figure out if your background has synergy with the stats your class needs? Just nope.

If one needs to have a certain background to synergize with a particular class, and also be easy for new players, then class/background should probably say which premade background/class to pick.

This sounds like another reason to just make ASIs free instead of being tied to race/class/background to me. "Once you've laid out your base stats, add a +2 and a +1 to any tow different abilities you want. Not sure which ones, here's some guidance to get you started ...". (And yes, I know the default is custom backgrounds, but apparently a lot of new players won't do custom).
 

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In One D&D, some dated ideas are being dropped, including racial essentialism and the pernicious real world idea that even a drop of "impure" blood fundamentally changes a person. Eric's Grandma wouldn't want us to go down that rabbit hole, but if you're unfamiliar with this, look up "octoroon" on Wikipedia and be, I hope, a little shocked at an attitude that was still around at least as recently as 1974.

So while half-orcs and half-elves aren't their own special categories any more, One D&D walks back in the door with a related idea that I don't think anyone was asking for:

Certain cultures, by default, are associated with certain jobs in D&D. I don't think you'd see a modern ruleset try to codify a similar argument.

If you haven't read the One D&D Character Origins UA yet (and it seems that plenty of YouTubers haven't, for instance, although that doesn't stop them from making 45 minute videos expressing their opinions about it), every one of the new backgrounds includes a bonus language.

The new PHB is going to say these are just examples and players should be making custom backgrounds. But let's be honest, that's an option already, and most players just go with the example ones. So what WotC puts in the examples matters, both as a model and because probably most players will use them and never make a custom background of their own.

Some of the languages seem like reasonable expectations for most worlds. Entertainers all know Elvish, which suggests that the elves have created great works of music and drama that other peoples will either perform verbatim or learn so they can adapt them to their native cultures. Urchins know Common sign language (a new default language added to the list, which is a nice change that I approve of, especially as it carries with it the real world reality that not every deaf person uses the same sign language), which I guess they're using to communicate on the street -- which is takes sign language to a little bit of a weird place, but OK. Acolytes know Celestial, which feels a bit limited (do the Lawful Neutral gods really write their holy books in the language of the upper planes?), but I can see what they're going for.

But Criminals all know Thieves Cant, which feels like a pretty significant element, historically, being handed out a little too freely. (I know people will tell me that Thieves Cant never comes up in their game, but I use it all the time, including just recently when a group playing through Empire of the Ghouls made a wrong turn in the sewers and stumbled into thieves guild territory, shrugging and ignoring the cant signs painted on the walls. I use this PDF from the DMs Guild, and it's served me well in the often rogue-heavy games I run.) And notably, they're not giving out the other class language, Druidic, as part of a background.

Why does every guide speak Giant? Every pilgrim speaks Halfling? Every sailor can speak Primordial? These feel like big setting decisions and some of them turn ordinary zero level characters (remember, the background is what happens to them before they start adventuring) into something mythic. A sailor being able to speak to magical sea creatures in their own language belongs on Odysseus' ship, not on some random fishing trawler.

And then it starts to get a bit icky. Every charlatan knows Infernal, which suggests unpleasant things about my gnome illusionist. Every gladiator speaks Orcish, which -- despite them walking back previously problematic descriptions of orcs in the Character Races section, makes a strong contrary statement here.

What's more, this feels unnecessary. If groups aren't using languages "enough" for WotC, that's those groups' call. (I make language pretty important in my games, but we're now reaching the level in my main campaign where magic will make it never an issue again.) Under the current rules, anyone can learn additional languages during downtime, so they don't need them handed out willy-nilly at character creation.

This is just a beta test, but this is a decision that should be rolled back. If you agree, please consider including this in your feedback in September.
I mean, it's really boneheaded and opens them to unnecessary criticism simply for the sake of being cutesy.

They should have put "language of choice" there, or just not made language part of Background.

As an aside I've seen a lot of criticism of 1D&D for the half-race rules, which I think is fairly justified, but equally, a ton of it comes from keen PF2 boosters, and PF2 has a nearly identical issue (to be half-race in that, you have to select a "main" race then lose your subrace to get the benefits of the other race, IIRC).
 

edosan

Adventurer
This sounds like another reason to just make ASIs free instead of being tied to race/class/background to me. "Once you've laid out your base stats, add a +2 and a +1 to any tow different abilities you want. Not sure which ones, here's some guidance to get you started ...". (And yes, I know the default is custom backgrounds, but apparently a lot of new players won't do custom).
Just adding that as a sentence under rolling your stats feels way clearer than the current model of “here are seventeen different examples but really, just do whatever you want. “ Same with languages: “you get a bonus language, pick one or roll on this table.”
 

If one needs to have a certain background to synergize with a particular class, and also be easy for new players, then class/background should probably say which premade background/class to pick.

This sounds like another reason to just make ASIs free instead of being tied to race/class/background to me. "Once you've laid out your base stats, add a +2 and a +1 to any tow different abilities you want. Not sure which ones, here's some guidance to get you started ...". (And yes, I know the default is custom backgrounds, but apparently a lot of new players won't do custom).
I'm pretty sure the quick-build sections for each class will tell you to pick a specific background, just like they do in the 5e PHB.
 

Parmandur

Book-Friend
As an aside I've seen a lot of criticism of 1D&D for the half-race rules, which I think is fairly justified, but equally, a ton of it comes from keen PF2 boosters, and PF2 has a nearly identical issue (to be half-race in that, you have to select a "main" race then lose your subrace to get the benefits of the other race, IIRC).
Bot subrace and mixed Race are a first Level Feat in PF2.
 

Nikosandros

Golden Procrastinator
That's when you show them the part where YOU CAN MAKE YOUR OWN BACKGROUND!!!

Honestly, my feedback to WotC is going to be:

Skip the premade combo options and just give us a "Tika and Artemis" example of how you build your origin. No acolytes, no gladiators, etc, just two examples of characters built using the make your own and done.
I really like this idea! They can provide a lot of examples, taken from previous lore and make some new characters as well.
 

That's when you show them the part where YOU CAN MAKE YOUR OWN BACKGROUND!!!

Honestly, my feedback to WotC is going to be:

Skip the premade combo options and just give us a "Tika and Artemis" example of how you build your origin. No acolytes, no gladiators, etc, just two examples of characters built using the make your own and done.
This is great, I will suggest the same. No generic options, because people are, frankly, too dim to understand that generic options aren't the only options, and this has been proven repeatedly.
 

Nikosandros

Golden Procrastinator
Getting to the OP, I think that WotC is in a bit of a bind. In older editions, races tended to be somewhat culturally monolithic and thus it could make sense that there was such languages as halfling and elvish. OTOH, introducing even vaguely plausible languages in a generalist game like D&D seems very complicated and the opposite of what Wizards is aiming for.
 

Getting to the OP, I think that WotC is in a bit of a blind-spot. In older editions, races tended to be somewhat culturally monolithic and thus it could make sense that there was such languages as halfling and elvish. OTOH, introducing even vaguely plausible languages in a generalist game like D&D seems very complicated and the opposite of what Wizards is aiming for.
Sure, but all they need to do here to avoid criticism and silly business is not associate the languages with specific jobs.

PF2 dodges this bullet by not doing anything as silly as associating languages with jobs, and having a specific setting. 1D&D can't have a specific setting because D&D is a lot broader than PF. Indeed PF2 is a huge annoying chore to properly adapt to homebrew or indeed any non-Golarion settings, because so much of it is hard-tied to Golarion, esp. outside the core book, but even inside it, so I don't think it'd be smart for D&D to follow that path.
 


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