Hussar
Legend
Eh? Robin Laws wrote all sorts of D&D books.Unpopular in the sense that most people playing RPGs today only play D&D and have likely never heard of Robin Laws.
Eh? Robin Laws wrote all sorts of D&D books.Unpopular in the sense that most people playing RPGs today only play D&D and have likely never heard of Robin Laws.
I can live with the idea of there being a Common language - it does kinda make some sense - but by no means do I insist all characters automatically know it. Players can choose it if they want, but IME most players roll their known languages randomly other than their native (or
birth) tongue, which with very rare exceptions is determined by the character's species/culture.
i think that having a common shared tongue is too much of a convenience factor for smoothing play experience to remove it as a standard feature, however i think that it could be given certain drawbacks so that it's not fundamentally better than using the actual languges, halving or negating proficiency bonus on charisma checks and suchlike made in common would mean you've still got universal communication pretty much but gives actual value and reason to using the more niche languages.What common is trying to emulate is Lingua Franca, the Mediterranean trade tongue. But it completely misunderstands it by making villagers everywhere speak the damn thing.
(I suppose its also going for a weak copy of Westron as well, but Tolkien didn't make everyone in Middle Earth speak it! It was only those living in the borders of what was Arnor and Gondor.)
As a language teacher, it pains me to see the rules in D&D for languages.i think that having a common shared tongue is too much of a convenience factor for smoothing play experience to remove it as a standard feature, however i think that it could be given certain drawbacks so that it's not fundamentally better than using the actual languges, halving or negating proficiency bonus on charisma checks and suchlike made in common would mean you've still got universal communication pretty much but gives and actual value and reason to using the more niche languages.
While I tend to agree with this, my issue is not that having people being able to communicate is a bad thing. It is the word; Common. It is boring and speaks to a lack of world building. Equally having people learn Dwarven or Elven is also poor world building. Or even more hilarious the alignment languages, though that might have been just a 3e thing?As a language teacher, it pains me to see the rules in D&D for languages.
But, it's one of those things that looks fantastic on paper but, really sucks in play. Doing charades and whatnot is fun for a session or two. After the third session, it's a drag. After the fifteenth session where you yet again have to mime everything out to try to get things from the NPC, and most people are ready to throttle the DM.
Yes, every group should have a language. Those languages should take years to master. Hell, ask anyone who's tried to learn to read Japanese or Chinese and watch their eyes roll up into their heads.Never minding every species has a language as well. How many dwarven, elven, orcish, goblinish, giant, etc. langauges should the setting have?
At some point, it stops being much fun.
What common is trying to emulate is Lingua Franca, the Mediterranean trade tongue. But it completely misunderstands it by making villagers everywhere speak the damn thing.
(I suppose its also going for a weak copy of Westron as well, but Tolkien didn't make everyone in Middle Earth speak it! It was only those living in the borders of what was Arnor and Gondor.)
While I tend to agree with this, my issue is not that having people being able to communicate is a bad thing. It is the word; Common. It is boring and speaks to a lack of world building. Equally having people learn Dwarven or Elven is also poor world building. Or even more hilarious the alignment languages, though that might have been just a 3e thing?
Similarly not having words for currencies. I understand not wanting to deal with currency conversions but it makes it hard for me to take the setting seriously when we don't even bother coming up with a handful of words for things our characters regularly interact with.
Though this is all from someone who has Language as a skill in their homebrew game.
^2
Alignment languages make more sense in the context of Alignment actually being factions. The idea of secret tongues goes way back to mystery cults and such. Alignment languages are the members only code that let people identify one another and engage in secret communication. Outside of Alignment being a real thing in the world, the Alignment languages don't make much sense tho.Or even more hilarious the alignment languages,
I wouldn't mind Common so much if it were really a pidgin language, not suitable for much beyond trade.These are all things I consider in my homebrew campaign settings, and one of the reasons I just can't accept standard D&Disms like "Common".
I wouldn't mind Common so much if it were really a pidgin language, not suitable for much beyond trade.