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Languages suck in D&D.
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<blockquote data-quote="Steampunkette" data-source="post: 9607129" data-attributes="member: 6796468"><p>Core D&D has 16 languages. And they all suck except MAYBE one.</p><p></p><p>That's not to say that it 'sucks' to speak a specific given language or whatever. Or that people speaking Goblin being incapable of communicating with people who don't speak Goblin is somehow unrealistic.</p><p></p><p>I'm saying that, as a concept, the languages that are provided are terrible and provide an image of cultural monoliths and narrative identity-stripping to a ridiculous degree. Sincerely just awful.</p><p></p><p>Essentially: Every "Race" gets its own language. And every "Race" that you add gets to speak it's own unique special snowflake language which further dilutes all understanding to being Common and nothing else. Common, as a result, is the language that everything in the entire game gets communicated in, unless the party's elves want to talk trash about the dwarf in the bar without anyone overhearing them.</p><p></p><p>... which is a valid use of other languages, of course, but the point is most languages are rendered utterly moot.</p><p></p><p>It also means that every Goblin speaks the same language everywhere in the world. Every Bugbear, Hobgoblin, and Goblin from the Moonshae Isles to the ass-end of Kara Tur speaks Goblin in the exact same way... Though depending on your DM they might speak it with one of several offensive accent caricatures.</p><p></p><p>Goblins in the Underdark? Goblin. Goblins on the mountaintops? Goblin. Goblins isolated to a fast-time demiplane for 10,000 years with a hyper-evolved society and space-fantasy technology? Goblin.</p><p></p><p>Meanwhile, in the -REAL WORLD-, people on the "Wrong Side" of the Alps spoke such a different language the Romans called them barbarians to insult the mealy-mouthed pronunciation of their 'Bar Bar Bar Bar' language.</p><p></p><p>Hell, even the countries conquered by Rome, that once all spoke Latin because it was -THE- language to speak, now mostly speak new languages that are still based -on- Latin... But don't make sense to each other. Don't believe me? Go to Spain and speak Italian, exclusively, while telling everyone you're speaking the Roman tongue and they should understand you!</p><p></p><p>Okay, don't do that. But you know what I mean. Even though French, Italian, Portuguese, Romanian, and Spanish are all "Romance Languages" based on Latin they've all evolved in very different ways due to native cultural languages, neighboring languages, and conquests.</p><p></p><p>And it's not like Pathfinder is -much- different in that regard. Oh, sure, they add a ton of different human languages to go along with 'Common'... But then they keep all the other Race languages and add in some fresh ones like Vanaran and Sahaugin and Rougarou and...</p><p></p><p>Like come the hell on, Golarion, you -almost- had it and then you biffed the landing!</p><p></p><p>So what's the one maybe good language? Undercommon. Because even though it, like common, is an insane trade language, it almost makes sense because it is, itself, a regional language. The region is Underdark.</p><p></p><p>Regional languages make infinitely more sense for a story purpose. If you absolutely HAVE to have at least ONE racial language, make it Elven to show they're a united people for all their disparities... united in being old and unwilling to adapt their language based on the cultures and languages around themselves.</p><p></p><p>But imagine a setting where there are, maybe, 6 languages to choose from for the area you're in. Your character's heritage as an elf or a halfling doesn't really play into which of those 6 you know, but one is the most common, like English in England, but there's still Gaelic, Scots, and Welsh about, the nobles speak French, and the Germans are a potential threat. Way easier to pick languages that make sense for your character in relation to the setting, and even if there's only a handful of pieces of German in the entire game it'll still be more useful than freaking Rougarou...</p><p></p><p>Corollary: Thieves Cant is trash. It's meant to simulate Cockney rhyming slang being used to confuse cops and stuff, but adding in a universal "Thief" language doesn't make any more sense when your thieves from opposite ends of the world can communicate without any issue.</p><p></p><p><strong>TLDR</strong></p><p>Racial languages, which D&D runs on as a foundational principle, suck. Regional Languages are way better.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9607129, member: 6796468"] Core D&D has 16 languages. And they all suck except MAYBE one. That's not to say that it 'sucks' to speak a specific given language or whatever. Or that people speaking Goblin being incapable of communicating with people who don't speak Goblin is somehow unrealistic. I'm saying that, as a concept, the languages that are provided are terrible and provide an image of cultural monoliths and narrative identity-stripping to a ridiculous degree. Sincerely just awful. Essentially: Every "Race" gets its own language. And every "Race" that you add gets to speak it's own unique special snowflake language which further dilutes all understanding to being Common and nothing else. Common, as a result, is the language that everything in the entire game gets communicated in, unless the party's elves want to talk trash about the dwarf in the bar without anyone overhearing them. ... which is a valid use of other languages, of course, but the point is most languages are rendered utterly moot. It also means that every Goblin speaks the same language everywhere in the world. Every Bugbear, Hobgoblin, and Goblin from the Moonshae Isles to the ass-end of Kara Tur speaks Goblin in the exact same way... Though depending on your DM they might speak it with one of several offensive accent caricatures. Goblins in the Underdark? Goblin. Goblins on the mountaintops? Goblin. Goblins isolated to a fast-time demiplane for 10,000 years with a hyper-evolved society and space-fantasy technology? Goblin. Meanwhile, in the -REAL WORLD-, people on the "Wrong Side" of the Alps spoke such a different language the Romans called them barbarians to insult the mealy-mouthed pronunciation of their 'Bar Bar Bar Bar' language. Hell, even the countries conquered by Rome, that once all spoke Latin because it was -THE- language to speak, now mostly speak new languages that are still based -on- Latin... But don't make sense to each other. Don't believe me? Go to Spain and speak Italian, exclusively, while telling everyone you're speaking the Roman tongue and they should understand you! Okay, don't do that. But you know what I mean. Even though French, Italian, Portuguese, Romanian, and Spanish are all "Romance Languages" based on Latin they've all evolved in very different ways due to native cultural languages, neighboring languages, and conquests. And it's not like Pathfinder is -much- different in that regard. Oh, sure, they add a ton of different human languages to go along with 'Common'... But then they keep all the other Race languages and add in some fresh ones like Vanaran and Sahaugin and Rougarou and... Like come the hell on, Golarion, you -almost- had it and then you biffed the landing! So what's the one maybe good language? Undercommon. Because even though it, like common, is an insane trade language, it almost makes sense because it is, itself, a regional language. The region is Underdark. Regional languages make infinitely more sense for a story purpose. If you absolutely HAVE to have at least ONE racial language, make it Elven to show they're a united people for all their disparities... united in being old and unwilling to adapt their language based on the cultures and languages around themselves. But imagine a setting where there are, maybe, 6 languages to choose from for the area you're in. Your character's heritage as an elf or a halfling doesn't really play into which of those 6 you know, but one is the most common, like English in England, but there's still Gaelic, Scots, and Welsh about, the nobles speak French, and the Germans are a potential threat. Way easier to pick languages that make sense for your character in relation to the setting, and even if there's only a handful of pieces of German in the entire game it'll still be more useful than freaking Rougarou... Corollary: Thieves Cant is trash. It's meant to simulate Cockney rhyming slang being used to confuse cops and stuff, but adding in a universal "Thief" language doesn't make any more sense when your thieves from opposite ends of the world can communicate without any issue. [B]TLDR[/B] Racial languages, which D&D runs on as a foundational principle, suck. Regional Languages are way better. [/QUOTE]
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