Hey, Wickett: Languae Rules?

[Transported from "Tips on stat blocks for NPCs/Monsters?" thread]

RangerWickett said:
Hmm. I never use pre-printed ones. I just type mine up in .doc format, and try to keep it clean. Here's an example. The stuff you won't recognize is either house rules, or from Elements of Magic - revised edition.

Looked it over, and wanted to ask: so what rules do you use for languages? (This probably deserves a separate thread, but here we are.) The AD&D 3.5 stuff doesn't really fit in with my conception of language in my campaign world, but I haven't seen any happy alternatives yet.

The Spectrum Rider
 

log in or register to remove this ad

The best published rules for languages I've seen is in the Kalamar's Players Guide. They treat languages like a true skill one places points in to become better at.
 

Crothian said:
The best published rules for languages I've seen is in the Kalamar's Players Guide. They treat languages like a true skill one places points in to become better at.

Agreed - and nerf comprehend languages and tongues. These two spells make specializing in languages completely useless. Make the spells give a bonus to language skills - say +5 to for comprehend languages and +10 for tongues.
 

My house rules for languages (and thus I get this thread moved to House Rules):

The Speak Language skill doesn't work like other skills. It works as follows.

• Speak Language is a class skill for everyone.

• You start at first level knowing one language based on your culture, gaining three ranks automatically. Additionally, in my campaign, you receive 6 + Intelligence bonus bonus skill points at 1st level, which you may apply to languages, craft, or profession skills.

• Each time you purchase a rank in Speak Language, you must choose a language that it applies to. There is almost no reason to need a language skill to go above 4 ranks, since 4 ranks equals perfect fluency and knowledge of linguistics. Additional ranks are useless.

• Most languages belong to a language group. Whenever you try to express yourself in a language you have no ranks in, but you have ranks in another language in that language group, you can communicate as if you had 2 ranks lower than the related language you know.

• If you have the Literate feat, you can read languages that you can speak. Most cultures gain the Literate feat automatically. Some primitive cultures might give characters a different bonus feat.

• Whenever you wish to use any Charisma-based skill in a method that involves language, you suffer a -5 penalty for each rank you have less than 3 in the language you are speaking in. A foreigner could easily intimidate someone by looking mean and dangerous, or bluff someone into blocking left as he attacks right, but he'd have to rely just on simple gestures and force of personality to try to lie to someone, entertain them, or negotiate with them. This penalty also applies to Perform check for the bardic music abilities Fascinate and Suggestion.


Language proficiency comes in four ranks.

• 0: The language is practically unknown to you, and at best you know a handful of stock expressions.
• 1: You know the basics of the language, and can express and understand simple concepts.
• 2: You can express and understand everyday concepts, but have trouble with complicated speech. You can understand speech as long as the topic remains fairly constant, but you have trouble following conversations when the subject changes.
• 3: You are as fluent as any normal person who speaks that language, though you may have an accent.
• 4: You understand the language with the knowledge of a scholar, and can freely use different accents as you desire. This rank is the equivalent of a highly technical, poetic, idiomatic, or slang-riddled piece of language, such that even normal native speakers may need one or two tries to figure out what's being said.

The following rules are only for if I want to get complicated. Normally I'll just gloss over what's being said.

Expressing Yourself
Whenever you want to express yourself to another person in a language, if both you and the person you are speaking to have enough fluency in the language that you both understand, there is no need to make a Speak Language check. If you are not fluent enough, make a Charisma check (DC 0 +5 for each level you lack in knowledge).

Example One: An adventurer with only 1 rank in Elvish tries to explain to an Elf that he is an adventurer and that he is in trouble. He does not need to make a check, since this is fairly simple. However, he also wants to explain that an invading army is approaching from the south, with a few thousand warriors. This is a complicated expression (needs 3 ranks), so must succeed a DC 10 check. If he then wants to explain that the general is actually collaborating with an Elvish noble in this land, he would need to make a DC 15 check. Then, later, if he tried to convince the Elvish noble to stop aiding the invading army, our adventurer would suffer a -10 penalty to his Diplomacy check.

Understanding a Language
If you are trying to understand someone speaking to you in a foreign language, make a Sense Motive check (DC 10 + 5 for each rank lacked, by both you and by the speaker).

If you are trying to read a language, make a Decipher Script check (DC 15 +5 for each rank you lack to understand the expression).

Spells and Translation
The Comprehend Languages spell grants you 1 rank in one chosen language, but no longer has the touch range requirement. Tongues grants you 2 ranks in all languages. Greater Tongues (6th level spell) grants you 4 ranks in all languages.

Failure
If you fail an attempt to express yourself or to understand someone else by 4 or less, you may still get close the mark, the equivalent of a very simplified version of what you meant to say. Failing by 5 or more means the speaker can't understand you at all. Failing with a natural 1 means the speaker misinterprets what you say to mean something drastically different.
 





In case you are interested, here's mine. Some similarities, some differences

Speaking Languages
There are no so-called "alignment" or animal languages in Kyri. There are national modern languages, Ancient languages and secret languages. Speaking and literacy are separate skills, and must be learnt separately. You learn to speak a language, you learn to read an alphabet. Several languages share the same alphabet.

Class skills
Everybody is proficient in speaking his native language. Other languages may be learnt by spending skill points. Rank 1 provides enough knowledge to get by in the language. Rank 5+ gives one fluency in a tongue, and provides a +2 synergy bonus to diplomacy, innuendo and bluff checks.

All modern languages are class skills for Bards & Poets. For all other classes a modern language can be purchased as a class skill if you are living in that geographical region, otherwise it has to be purchased as a cross-class skill.

All ancient languages are class skills for wizards and priests. They are cross-class skills for all other character classes. All secret languages are cross-class skills everyone, unless otherwise noted in the language description.

Modern languages
Asuran (alphabet: Asuran) This is the language of the priests of Asura, hence it's common name, "Asuran". Because it is very simple to understand and learn it has become very close to being a common tongue throughout Kyri, being as widespread in distribution as the priests themselves. It is most popular in Caran as would be expected. The language is noted especially for it's slow delivery - it is the slowness and careful forming of words that make it so easy to understand.

Southlander (alphabet: Asuran) Spoken amongst all the southern city states and along the Sword Coast (with varying dialects), it never really moved West of the Barrier range. It is a softly spoken and melodic language, with vowel sounds and intonations very similar to French.

Cadlane (alphabet: Runic) This is a harsh language, for an isolated people. The folk of Cadlan speak rapidly and make large use of guttural sounds. the variety and use of glottal stops, especially in the honorific contraction of names (T'kel from Tukel, for instance), makes it a hard language to master fully. This has led to the scathing remarks referring to street vendors as "Barkers", after the multitudes that hawk their wares in the lowest circle of the city of Cadlan in this strange sounding language.

Northern (alphabet: Asuran). Used in the Borderlands, the territories across the north of the continent, near the Forest of Shadows, Bleakmoor and the Marsh of Despair. It has certain similarities to Celtic in usage and written appearance. As examples "Creagh cwm Mhor" is a mountain landmark, and "Telirn lir Mannan" is the title of Telirn, son of the noble family of Mannan.

Barbaric (no written form) There are many different barbaric tongues, and each has to be learnt as a separate language. They are all fairly basic in structure, and easily come under the category of simply languages. The main divisions are into Norse, Dukan plains and Tribal barbaric tongues. There is no written form for any of them.

Karsp (no written form) Unlike the other barbaric tongues, the desert barbarians language of Karsp involves a significant signing component - to modify words or to give added expression or emphasis. It can be understood to an extent without the signing, but important parts of a message will probably be misinterpreted.

Ancient languages
Archaic (alphabet: Archaic) This ancient language developed and grew during the golden age of magic and an understanding of it is essential to the practice and use of wizard magic. The words are spoken very, very quickly and quietly and the writing includes script and pictograms. Should the language be studied to mastery by a Wizard it gives a +2 synergy bonus to Spellcraft checks.

Imperial (alphabet: Imperial) The primary language of all the Jade empire, it was at one time the most widespread tongue in all Kyri. The writing uses many of the pictograms from Archaic (which Imperial is actually derived from). A large amount of important history and philosophy that exists is couched in imperial pictograms to this day, so it is still an important language as far as the sages guild is concerned. Mastery gives a +2 synergy bonus to Knowledge(Ancient History).

Dark Speech (alphabet: Runic) Of unknown origin, this tongue was left over from the age of darkness and although it is not spoken in the lands of men, many of the creatures of dark and subterranean realms still use it as they have not realised that the age of darkness is over.

Pelidorean (alphabet: Elven) This is the language and writings of half-mythical Pelidor; yet although the language and the island of Pelidor still exist, and occasionally weapons of the amazing Pelidorean steel are found, there has never been any sign of the mighty civilisation that they purport to come from. For this reason, and to maintain the sense of mystery, no mention has been made of Pelidor in the history of Kyri.

Draconic (alphabet: Archaic) The language used by dragons when they invented speaking. A written form was later devised by elves, in the years before the great betrayal. Dragons still use draconic amongst themselves, and much ancient secret writing is couched in this tongue.

Secret Languages
Druidic (no written form) This is a slow and ritualised language that incorporates and revolves around many natural sounds - bird calls, snuffles, whirring wings. It does not give itself away as conversation to those unaware of it. It is essentially for talking to animals (not holding a conversation, but instructing animal friends, etc.) It is held secret by Shamen, who are automatically proficient. Mastery gives +2 synergy bonus to Animal Empathy and Animal Handling

Silentoungue (no written form) This is a sign language that relies upon finger and arm movements, with use of body language if required, in order to communicate information. The maximum effective range is about 30'. It can be used indetectably unless there are others present who know it. It is used by Drow, but it has also been picked up and used secretly by the Damdzan mercenaries. It gives a +2 synergy bonus to Innuendo.

Elvish (alphabet: Elven) A beautiful, fluting, musical language that is enthralling to listen to, supremely melodious. The written form of the language has a beautifully cursive flowing script. Use of this language improves a Bards charm ability considerably, and gives a +2 synergy bonus to perform and Bardic class ability checks.

Dwarvish (alphabet: Runic) This language embodies the culture and ideals of the Dwarves. It is very gruff and could be compared to Russian for the way it sounds. The Dwarves very rarely teach their language to other peoples, because they want to keep their secrets to themselves. The finest texts for creation of weapons and armour are written in Dwarvish, and mastery gives a +2 synergy bonus on Craft(Armourer) and Craft(Weaponsmith).

Celestial (alphabet: Archaic). The language used by good outsiders.

Infernal (alphabet: Archaic). The language used by evil outsiders.

Reading Languages
Reading is categorised by alphabets. Again, 1 rank of a skill is enough to get by, 5+ ranks gives fluency in reading and writing a particular alphabet. Fluency in reading and writing gives a +2 synergy bonus to forgery checks.

The main alphabets that will be found are:

Asuran: A modern language alphabet, originally from the Asuran holy writings, it has been introduced throughout Caran and the Southlands by Asuran missionaries long ago, and it has become the common script across most modern tongues. It is a class skill in all areas.

Runic: The ancient runes from the age of darkness, very complex because it comprises an alphabet of over two thousand runes with separate and group meanings. It is used in writings by Dwarfs and most creatures of the Underdark.

Elven: A beautiful cursive script, very expressive.

Imperial: A pictogram alphabet. Most of the important history and philosophy that exists is couched in imperial pictograms to this day, so it is still an important language as far as the sages guild is concerned. The majority of ancient tombs also date from that period, and so are of interest to treasure seekers too.

Archaic: The script of magic, the language used to describe this and all other dimensions, and in which spells are written. Elements of it were used as the basis for Imperial script, and also for the modern day script of Cadlan. If fluent, gets a +4 synergy bonus for Spellcraft checks when reading/writing magic (such as copying or understanding scrolls)

Cheers
 


Remove ads

Top