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<blockquote data-quote="Water Bob" data-source="post: 6616123" data-attributes="member: 92305"><p><strong>-- LITERACY --</strong></p><p></p><p></p><p></p><p>This is a neat, optional rule. It's something that can add flavor to a campaign. It's not meant to be an annoyance. It's just another tool a GM can use for the atmosphere and enjoyment of his game.</p><p></p><p>The Core Rulebook has Commoners start the game illiterate. To become literate, a Commoner must spend two skill points. All PCs are considered literate, but NPCs from some classes are probably not literate (like many races that use the Barbarian class).</p><p></p><p>This is a simple rule that I lifted out of the new RPG Primeval Thule. </p><p></p><p></p><p></p><p><strong>Literacy.</strong></p><p></p><p>Every character, PC or not, begins the game illiterate. During character generation, after INT is finalized, the character can make an INT check to determine if the character is literate. The check is up to the GM. If the character is a Pict Barbarian, then the check might be DC 15. If the character is a Scholar, then the check should be automatic, at DC 0 or DC 1. But, a Cimmerian Scholar may be who serves as the Clan Oracle may certainly be illiterate. Thus, the check for that character may be DC 15.</p><p></p><p>The idea is for the GM to decide how likely it is a character is literate, then set the DC accordingly. An Aquilonian rural farmer (1st level Borderer) may have a DC 15 to be literate. But, an Aquilonian Soldier may have a DC 10.</p><p></p><p>You can probably pick from three different checks (DC 5, DC 10, and DC 15) to cover just about any type of literacy check. Likely is DC 5. Possible is DC 10. And, Not Likely is DC 15. But, the GM can easily pick whatever number he thinks appropriate. For example, maybe Cimmerian Barbarians that live near the border or Aquilonia have a DC 13 to be literate. But, those Cimmerians that live in central Cimmeria have a DC 15. And, those Cimmerians that live near the borders with the Aesir and Vanir have a DC 17.</p><p></p><p>If a Player Character is not literate, then he can re-roll every time the character gains a level. The GM can change the DC to reflect the character's experiences and traveling companions.</p><p></p><p></p><p></p><p><strong>Reading and Writing Languages.</strong></p><p></p><p>If a GM wants to get even more detailed, then have the character check for each language that the speaks. It may be likely that a Cimmerian can read the runic language of the Aesir (DC 12, let's say), but not as likely that the same character can read and write the Aquilonian tongue (DC 17 on that one).</p><p></p><p>The GM should pick a DC appropriate to the character, based on his life experience and background. Different character, who are alike in many ways, can easily have different Literacy DCs based on either's personal experiences, geographical locations, etc.</p><p></p><p></p><p></p><p><strong>Example.</strong></p><p></p><p>Yuri The Knife is a character in my game. He is an Argossean, having grown up near the sea and the border with Shem. Through his pre-game character background, though, created by the player, we know that Yuri hasn't spent all of his life in and around his hometown. He spent two years as an Archer, serving King Milo, as a Guardian. The Guardians are a type of Border Patrol that protects the many borders of Argos. Yuri spent those two years chasing Shemite bandits in the hills between the two kingdoms. And, after Yuri has put in his mandatory time for his kingdom, he went to sea. He signed on as an archer on a merchantman, part of the ship's defenses. Three years he spent on the waves, and he has become a good deckhand.</p><p></p><p>When our game begins, Yuri has just returned home.</p><p></p><p>The game is pretty liberal at awarding languages. Yuri has an INT 15, with a +2 modifier. So, as GM, I could establish these checks to see which languages where Yuri is literate.</p><p></p><p><strong>DC 5: Argossean</strong> - <em>It's his native language. We'll make this one easy.</em></p><p></p><p><strong>DC 10: Aquilonian</strong> - <em>Aquilonia is a presence to its neighbors, and I'm sure does a lot of trade with Argos.</em></p><p></p><p><strong>DC 15: Kothic</strong> - <em>Koth shares a border with Argos, but it is all mountains.</em></p><p></p><p><strong>DC 13: Opherian</strong> - <em>Ophir shares a border with Argos, and it is also all mountains. But, Ophir does a lot of trade with Argos.</em></p><p></p><p><strong>DC 8: Shemetish</strong> - <em>Lots of Shemites where Yuri was brought up.</em></p><p></p><p><strong>DC 13: Stygian</strong> -<em> It's on the other side of Shem. I started with DC 15, but I lowered it 2 points to account for the time Yuri was at sea and could have had dealings with Stygians (maybe in Stygian ports).</em></p><p></p><p><strong>DC 8: Zingaran</strong> - <em>Likely knows this language. Started with DC 10 and lowered it to DC 8 because it was so likely. Then raised it again to DC 10 because the Zingaran border is opposite where Yuri grew up. Then, lowered it again to DC 8 to account for Yuri's time at sea.</em></p><p></p><p></p><p></p><p></p><p><strong>Rule of Thumb.</strong></p><p></p><p>I start with the three base DC numbers: DC 5 is Likely, DC 10 is Possible, DC 15 is Unlikely. Then, I think about geographical distance and probability of contact with the language speakers. And, I think about if the character has any background experience that would make the check easier. This will move the check up or down by 2 points. That's how I created the checks above. You can see my thinking with the notes beside each language check.</p><p></p><p>I think it would be appropriate, too, to use either a straight <strong>INT check</strong> for these rolls, or allow the character to use his <strong>Decipher Script </strong>skills, if the character starts the game with any ranks in that skill.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6616123, member: 92305"] [b]-- LITERACY --[/b] This is a neat, optional rule. It's something that can add flavor to a campaign. It's not meant to be an annoyance. It's just another tool a GM can use for the atmosphere and enjoyment of his game. The Core Rulebook has Commoners start the game illiterate. To become literate, a Commoner must spend two skill points. All PCs are considered literate, but NPCs from some classes are probably not literate (like many races that use the Barbarian class). This is a simple rule that I lifted out of the new RPG Primeval Thule. [b]Literacy.[/b] Every character, PC or not, begins the game illiterate. During character generation, after INT is finalized, the character can make an INT check to determine if the character is literate. The check is up to the GM. If the character is a Pict Barbarian, then the check might be DC 15. If the character is a Scholar, then the check should be automatic, at DC 0 or DC 1. But, a Cimmerian Scholar may be who serves as the Clan Oracle may certainly be illiterate. Thus, the check for that character may be DC 15. The idea is for the GM to decide how likely it is a character is literate, then set the DC accordingly. An Aquilonian rural farmer (1st level Borderer) may have a DC 15 to be literate. But, an Aquilonian Soldier may have a DC 10. You can probably pick from three different checks (DC 5, DC 10, and DC 15) to cover just about any type of literacy check. Likely is DC 5. Possible is DC 10. And, Not Likely is DC 15. But, the GM can easily pick whatever number he thinks appropriate. For example, maybe Cimmerian Barbarians that live near the border or Aquilonia have a DC 13 to be literate. But, those Cimmerians that live in central Cimmeria have a DC 15. And, those Cimmerians that live near the borders with the Aesir and Vanir have a DC 17. If a Player Character is not literate, then he can re-roll every time the character gains a level. The GM can change the DC to reflect the character's experiences and traveling companions. [b]Reading and Writing Languages.[/b] If a GM wants to get even more detailed, then have the character check for each language that the speaks. It may be likely that a Cimmerian can read the runic language of the Aesir (DC 12, let's say), but not as likely that the same character can read and write the Aquilonian tongue (DC 17 on that one). The GM should pick a DC appropriate to the character, based on his life experience and background. Different character, who are alike in many ways, can easily have different Literacy DCs based on either's personal experiences, geographical locations, etc. [b]Example.[/b] Yuri The Knife is a character in my game. He is an Argossean, having grown up near the sea and the border with Shem. Through his pre-game character background, though, created by the player, we know that Yuri hasn't spent all of his life in and around his hometown. He spent two years as an Archer, serving King Milo, as a Guardian. The Guardians are a type of Border Patrol that protects the many borders of Argos. Yuri spent those two years chasing Shemite bandits in the hills between the two kingdoms. And, after Yuri has put in his mandatory time for his kingdom, he went to sea. He signed on as an archer on a merchantman, part of the ship's defenses. Three years he spent on the waves, and he has become a good deckhand. When our game begins, Yuri has just returned home. The game is pretty liberal at awarding languages. Yuri has an INT 15, with a +2 modifier. So, as GM, I could establish these checks to see which languages where Yuri is literate. [b]DC 5: Argossean[/b] - [i]It's his native language. We'll make this one easy.[/i] [b]DC 10: Aquilonian[/b] - [i]Aquilonia is a presence to its neighbors, and I'm sure does a lot of trade with Argos.[/i] [b]DC 15: Kothic[/b] - [i]Koth shares a border with Argos, but it is all mountains.[/i] [b]DC 13: Opherian[/b] - [i]Ophir shares a border with Argos, and it is also all mountains. But, Ophir does a lot of trade with Argos.[/i] [b]DC 8: Shemetish[/b] - [i]Lots of Shemites where Yuri was brought up.[/i] [b]DC 13: Stygian[/b] -[i] It's on the other side of Shem. I started with DC 15, but I lowered it 2 points to account for the time Yuri was at sea and could have had dealings with Stygians (maybe in Stygian ports).[/i] [b]DC 8: Zingaran[/b] - [i]Likely knows this language. Started with DC 10 and lowered it to DC 8 because it was so likely. Then raised it again to DC 10 because the Zingaran border is opposite where Yuri grew up. Then, lowered it again to DC 8 to account for Yuri's time at sea.[/i] [b]Rule of Thumb.[/b] I start with the three base DC numbers: DC 5 is Likely, DC 10 is Possible, DC 15 is Unlikely. Then, I think about geographical distance and probability of contact with the language speakers. And, I think about if the character has any background experience that would make the check easier. This will move the check up or down by 2 points. That's how I created the checks above. You can see my thinking with the notes beside each language check. I think it would be appropriate, too, to use either a straight [b]INT check[/b] for these rolls, or allow the character to use his [b]Decipher Script [/b]skills, if the character starts the game with any ranks in that skill. [/QUOTE]
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