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Languages suck in D&D.
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<blockquote data-quote="Lanefan" data-source="post: 9608546" data-attributes="member: 29398"><p>It is when the chance to try it isn't provided by the game as written. The old saying "you can't miss what you've never had" applies here.</p><p></p><p>Also, I think the bolded is rather speculative.</p><p></p><p>50 years of climbing skills and falling damage stand up and beg to differ.</p><p></p><p>Sure they can. They just have to be creative about it:</p><p></p><p>--- use sign language or body language or whatever other means you or I might use were we suddenly stuck somewhere foreign</p><p>--- use or threaten violence to get the point across</p><p>--- if available, use magic to aid in translation</p><p>--- seek out someone who can translate for you</p><p>--- accept failure and abandon the encounter</p><p></p><p>There's a big gulf between a) sidelining players and b) frustrating players and c) forcing players to be creative. The first of these is bad, e.g. if the players have to silently sit and watch while two bigwig NPCs talk to each other. The other two are good: b) means the challenge is probably working as intended and c) means they're engaging with the challenge and looking for means of overcoming it.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9608546, member: 29398"] It is when the chance to try it isn't provided by the game as written. The old saying "you can't miss what you've never had" applies here. Also, I think the bolded is rather speculative. 50 years of climbing skills and falling damage stand up and beg to differ. Sure they can. They just have to be creative about it: --- use sign language or body language or whatever other means you or I might use were we suddenly stuck somewhere foreign --- use or threaten violence to get the point across --- if available, use magic to aid in translation --- seek out someone who can translate for you --- accept failure and abandon the encounter There's a big gulf between a) sidelining players and b) frustrating players and c) forcing players to be creative. The first of these is bad, e.g. if the players have to silently sit and watch while two bigwig NPCs talk to each other. The other two are good: b) means the challenge is probably working as intended and c) means they're engaging with the challenge and looking for means of overcoming it. [/QUOTE]
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