D&D (2024) Do you understand the words coming out of my mouth? - Languages in 2024

Clint_L

Legend
For me, languages present similar problems and opportunities in D&D as does equipment.

You want enough of it to make some interesting puzzles for players to solve (decode the ancient tome!) or narrative beats for them to role-play against (how do infiltrate this organization that speaks a different tongue?). But not so much that the game gets bogged down in minutiae.

I start with the premise that there is no such thing as serious realism in D&D languages. I mean, every species but human speak a species-wide language, even between populations who have never encountered each other (Dwarfish, Elvish, etc.) Or even a planes-wide language (Abyssal, etc.). Thus, the purpose of languages in the game isn't to simulate anything. It's to make interesting events.

To make that work, you have to have reasonable options for the players to solve the problems created by having different languages. Access to different languages via character backgrounds is one way, but it's a pretty lame solution. It's either a crapshoot, or else the DM has intentionally set up the problem knowing that at least one character has the language, which makes it not much of a challenge or story beat. Better to give players access to tools to decipher languages through planning and cleverness, such as spells. Arguably, 5e makes this a little too easy, though few of my players take advantage.

As a result, I find that languages are mostly just used for flavour and have little impact on the game. Much like in a film where the soldiers are speaking German, and you either get subtitles if the information is important, or don't if it is not.

But those moments where the ability to understand another language is vital and the players have the means to do so but it isn't immediately obvious...well, that can lead to some awesome gameplay. Consider Vox Machina's final battle against Vecna, and Marisha Rey's clutch realization that, as a side effect of shape changing into a Solar, her character could understand all languages.
 
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Lanefan

Victoria Rules
For me, languages present similar problems and opportunities in D&D as does equipment.

You want enough of it to make some interesting puzzles for players to solve (decode the ancient tome!) or narrative beats for them to role-play against (how do infiltrate this organization that speaks a different tongue?). But not so much that the game gets bogged down in minutiae.

I start with the premise that there is no such thing as serious realism in D&D languages. I mean, every species but human speak a species-wide language, even between populations who have never encountered each other (Dwarfish, Elvish, etc.) Or even a planes-wide language (Abyssal, etc.).
A fairly easy in-setting explanation for that could be that language is more or less tied to pantheon and that language initially came from the deities. As most Elves worship the same pantheon, so would most Elves share the same language; ditto Dwarves, and so on. But Humans have numerous pantheons, and thus numerous languages.
 


Steampunkette

A5e 3rd Party Publisher!
Supporter
Languages kinda annoy me in most games but D&D is probably the worst because of racial languages being the 'core' of language.

Desert Elves, Mountain Elves, Forest Elves, Sea Elves, Dark Elves, Winter Elves, and Bar Elves all speak the same language. Oh, were they spread out across massive gulfs of the world for incredibly long periods of time? That's okay. They all still speak the exact same language.

Europe is a prime example of humans living within pretty close proximity of each other not even speaking the same language. Even with a massively powerful conquerer-culture of Rome slapping everyone under the yoke of Latin they don't all speak the same language, even if there's similarities.

But get a Castillian speaker and a French speaker together and if they don't know each other's language they won't understand each other even though they're both speaking Romance Languages. Meanwhile the English, German, and Scandanavian languages are all based in early Germanic and can't communicate directly. And don't get me started on the Balkan languages and Cyrillic languages.

All of which are fundamentally distinct from the Arabic and Semitic languages that developed next-door.

D&D 5.5e is actually making an effort to get away from racism in it's new species, which I applaud. But in this relic of game design, this vestigial limb of 'eh, close enough' just annoys the piss out of me.

Languages should probably be regional and broadly defined as having dialects and different ways of speaking. The issue, of course, being that D&D is invariably presented as a system rather than a setting so it makes the general overture of "Languages should exist" but use races to be the stand in... mostly.

'Cause they also do broad sweeping interplanar languages as well! Not only do all Elves speak a single language, but so do the Fey and Demons. Chaotic creatures all speak the same language, how -useful-!

And everyone, regardless of where you are in the world or the planes, speaks the Common tongue, rendering all non-Common languages essentially moot except when you want to use a language to keep information hidden from people who don't speak it.

UGH. Like -that- isn't a stereotype that people who speak a primary language other than English routinely have to deal with in the US.

Anyway... yeah. Languages as an idea: Great.

Languages as implemented: Garbage.
 

The problem as I see it, is the 5e d20 engine. It is limited or seems silly.

  • A human switching to goblin to communicate with a goblin in its mother tongue should gain some benefit. If the benefit is Advantage, you're now giving the PCs a huge benefit for little to no cost just so you can highlight the importance of language in the campaign.
  • If you'd like to differentiate between various accents, dialects or archaic versions of the same language the D20 system with Disadvantage may be too harsh. One can always adjust the DC, but then why bother with the Disadvantage mechanic at all.
 

aco175

Legend
Hey, I just took a level in Druid, how do I suddenly know the secret language of druish?
On to the learning machine.
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Remathilis

Legend
Anyway... yeah. Languages as an idea: Great.

Languages as implemented: Garbage.

I guess the good news is 5.24 fixed the problem by basically making everyone everywhere speak Common. Per RAW, the only way you can have someone learn monstrous or planar languages is if they are a ranger or a rogue, which effectively means using those languages are pointless unless you are specifically aiming to be not understandable. (There are two languages: Common and gobbledegook). All the player/standard races are fluff as common will always be the default.

It just bugs me that they went out of their way to turn the limit on Rare languages from suggestion to law, and then didn't provide any additional ways beyond two classes to bypass that limit.
 


Minigiant

Legend
Supporter
It’s be fine as an Origin feat though. Like, sure, it’d probably be the worst Origin feat, but Origin feats are mostly pretty bad anyway, bar Musician, Magic Initiate, Tough, and maybe Lucky.
Not if you take the ASI out then it's a terrible feat even for an origin feat unless it's the inly way to get new languages.
 

Minigiant

Legend
Supporter
Anyway... yeah. Languages as an idea: Great.

Languages as implemented: Garbage.
Languages as implemented is fine.

The true issue is guidance.

Just throw in languages out there and telling DMs to use it doesn't work. The way it's supposed to use language is to have several common languages and let the party cover them with multiple party members.
 

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