If literacy wasn't assumed

Lord Vangarel

First Post
Ok, if everyone having literacy wasn't the standard then how would you alter the rules to compensate characters?

Let's say a character could still choose to be literate but if they chose not to be then what would they get?

Should they get extra skill points or a feat?

I am thinking along the lines of breaking languages down into two separate skills of speak and read/write. 1 point is a basic knowledge, 2 is ok, 3 is good, and 4 is excellent. This would obviously up the skill point cost for languages in the game and I could also make languages a much bigger part with every country having its own language etc.

So what should I do for non-literate characters and has anyone else changed the language system for d20?
 

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IMC literacy is a rare skill that requires the EDUCATED Feat before it can be gained. It return every gets +4 Skill points.
 


Well, the pcs in my campaign are currently on a low-magic plane where it takes 2 skill points per language you want to be able to read. There's no real compensation since it mostly affects npcs. But for something like you're talking about, maybe give characters one bonus language at the start (basically increase their bonus languages due to int by one- I'm guessing each starting language will prolly be at the 2-point level?).
 

IMHO, since the PC's are the one's making the choice (you as the DM are not forcing them), then it is a character choice and does not recieve a balance point.

However, as this can be seen as heavy handed (and indeed it is), then a few skill points are not out of the question, kind of like Tonguez and Jester have suggested.
 

Literacy skill

We have Literacy as a skill (that, incidentally, takes the place of decipher script). It is not wasted skill points, unless you consider decipher script to be wasted skill points. You get a +10 bonus if you know the language (or a smaller bonus if it is an obscure or ancient dialect).

We handle known languages with a language skill. If you have ranks, you can make a language check. If you succeed (the DC is based on the likelihood you would know the language), you can choose to reduce your language skill by 1 rank and say you are fluent in the language (you mark this on your character sheet under "languages"). This works very well, but has the disadvantage of characters with "floating" language abilities. In other words, you don't know what languages you are fluent in until you make the check and reduce your language skill.

We handle knowledge (local) the same way. You have ranks in knowledge (local) and can spend them when you enter a new locale. If you made the check, then your character has had some experiences in the area. We make up the experiences on the spot and flesh them out later if necessary.

The last skill we have that floats is knowledge (cultures).

We actually started using these skills in Star Wars, where language, culture, and areas can vary so drastically that it is almost useless to pick up a language without first consulting the DM (who might not know what languages will be used, except in the next adventure). It worked great and made transition to D&D (which tends to be a bit more static) easier. It's also a lot of fun.
 

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