I respectfully disagree. I think its healthy for the game that there are niche problems that are easily solved with utility spells. Spells like Comprehend Languages, Speak with animals, Tensors Floating Disk, Identify, ECT are useful but have a high opportunity cost when compared to more conventionally useful combat spells.They don't matter though because low level spells completely negate their purpose. It's like saying that tracking rations matters when Goodberry exists.
so more like reality. The languages you have by the time you start your career are probably the only ones you will know. Honestly not likely to have huge affect on most games.So am I missing something or have languages been utterly nerfed in 2024? The rules, as I understand them:
1. You get three languages to start: Common, and two of your choice.
2. The languages need to be off the Standard Languages list, which are most of the common PC and monster races (Common, Draconic, Elvish, Orc, Goblin, etc). You cannot start with Rare languages (Abyssal, Primordial, Deep Speech, etc).
3. You can gain extra languages if "your class or other features give you other languages."
But there is the problem: I am not aware of any way to get said features!
1. The only two classes which give you a language are Rogue (Thief cant plus any one language) and Druid (Druidic). I don't see any other class features (in classes or subclasses) that were previewed that give languages. EDIT: Rangers too via Deft Explorer, As Mellored pointed out).
2. The Linguist feat is gone. It is neither an Origin nor a regular feat. I think it might be the only missing feat from 2014.
3. The rules for downtime training in a tool/language don't seem to be in the PHB. Perhaps the DMG has them alongside all the other non-crafting downtime activities.
4. Backgrounds do not give languages, nor do species.
So, with that in mind, there is no way for clerics to pray in Celestial, aberrant sorcerers to understand Deep Speech, archfey warlocks to understand Sylvan or tieflings to be raised speaking Infernal. Additionally, you only ever know the three languages you start with and the only way to get an additional choice is taking one level of rogue?
Seems something is missing here.
Now it's trivially easy to allow PCs to pick any language to start or to give extra choices based on class/subclass, but the fact they have made picking up languages in RAW next to impossible strikes me as an odd choice.
As always, I'm open to insights from anyone who has the book...
Ideas like this remind of an old article in Dragon magazine about the language families in the Forgotten Realms. I can't recall what its title was or what issue it was in, but it was quite a lot of fun.I might divide Elven into separate languages:
High (Elven)
Drow (Undercommon)
Eladrin (Sylvan)
Wood (Druidic)
Thanks for the link, I forgot about that. Looking at it again, it is a good idea, and passes the test of time. I am now going do it starting now. I am thinking thru some of the contexts.Ideas like this remind of an old article in Dragon magazine about the language families in the Forgotten Realms. I can't recall what its title was or what issue it was in, but it was quite a lot of fun.
Marvel had to cram their stories into a series of 2-to-3 hour movies. As DMs we don't face nearly that same time constraint, and thus are free to delve into details and minutae such as diversity of in-setting languages that those movies didn't have time for.Look if the Asgardians in Marvel couldn't be bothered to have a language of their own, and Thor understood the US military jargon of klicks, and the slaves of Yunkai wrote in English (Kill the Masters), I do not think we need to worry about languages at all in D&D, certainly WotC doesn't give a stuff.
It seems Boring is Best!