Do You Use Different Languages In Your Campaign?

Merkuri said:
I think that means you have to touch the recipient of the spell. You know, the person who comprehends languages. It's not that the spell recipient has to touch the person speaking to comprehend them. :p
Nope - read it again... "...You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing..." it a Personal spell...
 

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I generally have MM races speak their own languages rather than common, so if the PCs want to spy on them, eavesdrop on a conversation, intercept a letter or understand a written book, knowing other languages is useful at least at low levels.

But I always give common to player characters (it could be fun for a while to have PCs speaking different tongues, but will become quickly boring and frustrating) even if they play monstrous characters.

I've never expanded on the theme on languages, such as replacing common with regional languages, or by having a more detailed system than the basic can/cannot speak & read & write, but I can see it could be interesting to try one day.
 

Kae'Yoss said:
Many languages in the real world might share the same fate: English, for example, is being raped and butchered daily. How long until everyone

writez like dis eh d00d? totally 1337 sp3a|< ftw rofl!!!!11!1one

?

:eek:

Took me a while to find the quote

“English does not so much borrow words from other languages, it follows them down dark alleys and rifles their pockets for spare vocablury.”

not sure who, but the imagery's fantastic.

(As a linguistic aside, the project team I work on can speak over ten languages between them, so we often discuss the vaguaries of english. The main advantages of english, that I assume a common would mimic

Large number of words
Loose grammatical rules
Ability to absorb foreign nouns and turn into verbs + vice versa
Ability to change / evolve over time & region without losing communicability

not saying other languages don't have this. but english definitely does)
 

I've always hated the idea of a "common" tongue and so I've done away with it in my homebrew. I've also adjusted the Speak Language skill as well, big thanks to a fellow player that came up with this. Admittedly I haven't playtested this yet, that's coming in the next campaign, but it seems to be sound mechanics.

1) At 1st level all characters begin with 5 ranks in one Knowledge ("language") skill, their native tongue. These free ranks are not restricted by skill cap, though additional ranks are still restricted by skill caps.

2) Each additional language is treated as a Knowledge skill, and thus you can spend as few or many skill points on each language. At 1st level you will get 1 + Int bonus in skill points to be spent solely on the Knowledge ("language") skill, skill cap rules still apply. The Knowledge ("language") is considered a class skill only for those classes that had Speak Language as a class skill. After the initial free skill points at 1st level, PCs must spend skill points on Knowledge ("language") just like any other skill. Just because you can speak/read a language, doesn't mean you have perfect mastery of it.

3) Fluency is 5 ranks in Knowledge ("language").

4) If you attempt to use any interaction skills (bluff not used to feint, intimidate not used for combat applications, etc.) you recieve a -2 language penalty.

5) Fluency in a language (5 ranks) gives a +2 synergy bonus to interaction skills undertaken in that language, offsetting the above penalty. Note that native speakers (who begin with 5 free ranks) effectively offset this penalty immediately.

6) 10 ranks in a language gives a second +2 synergy bonus to interaction skills. A character's mastery of this language is so sublime that they are able to get more out of people than they even realize.

Languages of Vetus
Abyssal
Aquan
Auran
Celestial
Draconic
Druidic
Dwarven
Elven
Giant
Gnoll
Halfling
Ignan
Infernal
Sylvan
Terran
Pelyrene - The native language of humans and gnomes.
Illari - This ancient language, said to be the tongue of the mythic Illarium Empire, is the language used by the clergy of Claris Sol . It is also the language used in many scholarly texts of the Pelyrene Empire .
Grusch - The native language of hobgoblins, goblins, ogres, bugbears and orcs.
 

I use other languages all the time. The Imperial tongue (the Common of my campaign) is only really used by humans in Imperial lands most of the time. Once you get to the borders, either physically, or socially (being among members of other groups), other languages are used as a preference. Once you get fully out of the empire, the number of people who speak it drops off sharply.

The group all seems to love knowing different languages, using them to communicate in semi-secrecy and the like.
 

Being a linguist, I have never liked the idea of a "universal language" that every sentient creature speaks. Although Common makes the game simpler, it removes a lot of the flavor and role-playing opportunities of a setting. So for my homebrew that I am developing, I'm removing a common language all together. Pidgin trade languages do exist, but they are not universal. Of course, being into con-languages, I have also had the weird thought of creating actual languages for my setting. ;)
 

I have three "common tongues" dependant on the dominant culture of the region. Most of the cultures are fairly old so the various races all speak the cultural language. Then there is a second layer of racial and historical languages that many people have taken the time to learn (English vs. Gaelic in Ireland). Finally are the exotic languages that fraily few learn and are mostly useful only for magicians or plane-travellers.
 

I wish, instead of "Common", they had called the language "Human". It's the native language of humans, after all. It's also the lingua franca, because humans are the principal traders and travellers. Not everyone speaks Human, but pretty much anyone who travels outside their own racial/cultural homeland will, because it's the only language you can count on getting by with almost anywhere.

I've sketched out a number of campaign worlds, most of which I've never developed to the point of playability, and one thing that varies a lot from world to world is how wide an area this lingua franca will cover. In some of my worlds, it's the language of a particular culture, but the one where the PCs start -- there's enough diversity among the human cultures that not even they all speak the same language. If the PCs travel far enough they may come to a region with a different lingua franca.

I've also toyed with the idea of a trade language that's distinct from the human racial language, but that's departing from RAW.
 

The more I think about it, the more I like raising the level of comprehend languages and other spells that duplicate or invalidate skills. This would be a good idea for a thread, listing all of those out, so they could be nerfed en masse.
 

orsal said:
I wish, instead of "Common", they had called the language "Human". It's the native language of humans, after all.

You could see it that way, or you could say that humans don't have their own language. They just use the "trade pidgin".

In some game worlds, humans have their own languages - well, more or less: regional languages. the Realms use this. There's Chondathan, Illuskan, and so on.

It's not like humans have many other things that set them aside from others, besides their lack of such things: No "human broadsword", no "human champion", no human only deities, no human language.
 

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