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<blockquote data-quote="Voadam" data-source="post: 8510333" data-attributes="member: 2209"><p>It would depend on your cosmology and your desire for languages to be universal versus realistic with hundreds of individual ones.</p><p></p><p>Do different worlds have a common origin? Are they alternate prime material worlds, Amber style Shadow reflections, different dreams in the same Dreaming?</p><p></p><p>Are different worlds actually different planets with independent different origins?</p><p></p><p>Do you have mostly the core D&D languages in your world or do you have the diversity of languages that say Medieval Europe or Ancient Mediterranean would have had?</p><p></p><p>Do you want your spelljamming PCs to be able to travel widely and talk to everybody or travel widely and have to rely upon magic translation stuff?</p><p></p><p>For my games I generally go with the core D&D languages and make things like ancient elvish be a dialect of elvish that is understandable but noticeably different so it can be a flavor cue without requiring magic to understand. I mostly don't want to deal with languages a lot in my D&D, but having some options and flavor is fine.</p><p></p><p>A lot of D&D is both fairly restrictive on languages known and makes most everything speak common as well, so that most PCs speak one other language and monsters speaking in their own languages to each other can be unintelligible or not, but most everybody can speak at core. 3e had some options for learning one language per level in the skill system which meant a linguist PC was an option to build.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8510333, member: 2209"] It would depend on your cosmology and your desire for languages to be universal versus realistic with hundreds of individual ones. Do different worlds have a common origin? Are they alternate prime material worlds, Amber style Shadow reflections, different dreams in the same Dreaming? Are different worlds actually different planets with independent different origins? Do you have mostly the core D&D languages in your world or do you have the diversity of languages that say Medieval Europe or Ancient Mediterranean would have had? Do you want your spelljamming PCs to be able to travel widely and talk to everybody or travel widely and have to rely upon magic translation stuff? For my games I generally go with the core D&D languages and make things like ancient elvish be a dialect of elvish that is understandable but noticeably different so it can be a flavor cue without requiring magic to understand. I mostly don't want to deal with languages a lot in my D&D, but having some options and flavor is fine. A lot of D&D is both fairly restrictive on languages known and makes most everything speak common as well, so that most PCs speak one other language and monsters speaking in their own languages to each other can be unintelligible or not, but most everybody can speak at core. 3e had some options for learning one language per level in the skill system which meant a linguist PC was an option to build. [/QUOTE]
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