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Do you understand the words coming out of my mouth? - Languages in 2024
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<blockquote data-quote="tdancy62" data-source="post: 9631602" data-attributes="member: 7052023"><p>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. </p><p></p><p>The fact that these spells could or could not solve potential roleplay/exploration problems is exactly what makes them a compelling choice in character creation. A sorcerer is going to have a very hard time justifying picking up tongues as one of their only 3rd level spell slots over Fireball, for example. </p><p></p><p>Take the language bestowing spells. Comprehend languages is a good 1st lvl spell, but it only allows you to understand a language, not speak it. That means that any direct conversation with anyone is going to be extremely difficult (this often leads to funny games of pseudo-charades to try and squeeze info out of people). Tongues allows full communication, but its a 3rd level spell and isn't a ritual spell. That's a steep cost for any spellcaster, and it only lasts an hour. So even if a spellcaster has both of these spells, its not exactly as if language is just over now as a concept. </p><p></p><p>I think languages are fine as is mechanically, but many DM's either ignore them all together, or force languages into every roleplay encounter (both are bad). I would say a 70-30 ratio is likely best, most creatures speak common, but every once and a while it should come up to incentivize players taking these options. I often find languages are best used on enemies. Overhearing an orc patrol discuss their evil plans in orcish is helpful, having to play charades every time you talk to a shopkeeper is tedious. </p><p></p><p>Examples of Languages used well: </p><ul> <li data-xf-list-type="ul">A distressed dryad emerges from the woods and tries to warn the party of the dangers they will face ahead in the forest, but she only speaks Sylvan. If the party cant understand her warnings, she will point ahead into the forest and mime the dangerous beasts ahead (Insight check to understand her movements) (bonus points if you growl like a bear, and flap your arms about at the table for your friends) She can serve as a guide, but without a way to understand sylvan her guiding gestures will be cryptic and potentially unhelpful.</li> <li data-xf-list-type="ul">In a Knights Crypt the players come to a sealed stone door guarded by a statue. The statue asks in common "what qualities make a knight?" The players may not know, but in another chamber of the crypt a passage is written on the wall in Celestial "Honor, Duty, Piety, Wisdom". If a player speaks Celestial or has comprehend languages, than great! they can solve the puzzle and are rewarded for paying attention to the environmental storytelling. If they cant, perhaps you could let them roll a high DC Religion check to see if a player could translate the words in the moment. Or maybe let a player roll a History check to see if any of them know the legends of these long dead knights and may be able to guess the words. If all else fails, the party can still enter the door, but doing so will anger the statue and cause it to attack.</li> <li data-xf-list-type="ul">The players come across an ancient evil tome that is rumored to contain knowledge of one of the weaknesses of the BBEG. However it is entirely written in Infernal. If the players can translate the tome, than great! let them read it and reward them for making that choice at character creation. If not, then the party will have to travel to a nearby city as there is rumored to be scholars there that can translate it. or perhaps a devil shows up as the party finds the tome and offers to translate..... for a cost.</li> </ul></blockquote><p></p>
[QUOTE="tdancy62, post: 9631602, member: 7052023"] 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. The fact that these spells could or could not solve potential roleplay/exploration problems is exactly what makes them a compelling choice in character creation. A sorcerer is going to have a very hard time justifying picking up tongues as one of their only 3rd level spell slots over Fireball, for example. Take the language bestowing spells. Comprehend languages is a good 1st lvl spell, but it only allows you to understand a language, not speak it. That means that any direct conversation with anyone is going to be extremely difficult (this often leads to funny games of pseudo-charades to try and squeeze info out of people). Tongues allows full communication, but its a 3rd level spell and isn't a ritual spell. That's a steep cost for any spellcaster, and it only lasts an hour. So even if a spellcaster has both of these spells, its not exactly as if language is just over now as a concept. I think languages are fine as is mechanically, but many DM's either ignore them all together, or force languages into every roleplay encounter (both are bad). I would say a 70-30 ratio is likely best, most creatures speak common, but every once and a while it should come up to incentivize players taking these options. I often find languages are best used on enemies. Overhearing an orc patrol discuss their evil plans in orcish is helpful, having to play charades every time you talk to a shopkeeper is tedious. Examples of Languages used well: [LIST] [*]A distressed dryad emerges from the woods and tries to warn the party of the dangers they will face ahead in the forest, but she only speaks Sylvan. If the party cant understand her warnings, she will point ahead into the forest and mime the dangerous beasts ahead (Insight check to understand her movements) (bonus points if you growl like a bear, and flap your arms about at the table for your friends) She can serve as a guide, but without a way to understand sylvan her guiding gestures will be cryptic and potentially unhelpful. [*]In a Knights Crypt the players come to a sealed stone door guarded by a statue. The statue asks in common "what qualities make a knight?" The players may not know, but in another chamber of the crypt a passage is written on the wall in Celestial "Honor, Duty, Piety, Wisdom". If a player speaks Celestial or has comprehend languages, than great! they can solve the puzzle and are rewarded for paying attention to the environmental storytelling. If they cant, perhaps you could let them roll a high DC Religion check to see if a player could translate the words in the moment. Or maybe let a player roll a History check to see if any of them know the legends of these long dead knights and may be able to guess the words. If all else fails, the party can still enter the door, but doing so will anger the statue and cause it to attack. [*]The players come across an ancient evil tome that is rumored to contain knowledge of one of the weaknesses of the BBEG. However it is entirely written in Infernal. If the players can translate the tome, than great! let them read it and reward them for making that choice at character creation. If not, then the party will have to travel to a nearby city as there is rumored to be scholars there that can translate it. or perhaps a devil shows up as the party finds the tome and offers to translate..... for a cost. [/LIST] [/QUOTE]
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