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<blockquote data-quote="totoro" data-source="post: 899490" data-attributes="member: 11939"><p><strong>Literacy skill</strong></p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>The last skill we have that floats is knowledge (cultures).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="totoro, post: 899490, member: 11939"] [b]Literacy skill[/b] 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. [/QUOTE]
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