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Languages suck in D&D.
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<blockquote data-quote="Hussar" data-source="post: 9615065" data-attributes="member: 22779"><p>Language rules are in the same category as equipment wear and tear. It should be in the game. It makes far too much sense. You whack on a stone golem with your sword, you bend your sword. Your clothes and backpack get shredded by the claws of some nasty monster. So on and so forth. </p><p></p><p>And, on paper, it’s a great idea. </p><p></p><p>But then the rubber meets the road and it turns out that tracking hit points for a couple of dozen equipment items is far, far too much of a PITA. So, like weapon vs armor rules, most groups just ignore it. </p><p></p><p>I’m running Out of the Abyss and Undercommon is not a language any 2024 pc can start with. The module gives a universal translator to the party in the very first scene. Because the designers know that making it harder to talk to npcs is not going to make for a fun game.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9615065, member: 22779"] Language rules are in the same category as equipment wear and tear. It should be in the game. It makes far too much sense. You whack on a stone golem with your sword, you bend your sword. Your clothes and backpack get shredded by the claws of some nasty monster. So on and so forth. And, on paper, it’s a great idea. But then the rubber meets the road and it turns out that tracking hit points for a couple of dozen equipment items is far, far too much of a PITA. So, like weapon vs armor rules, most groups just ignore it. I’m running Out of the Abyss and Undercommon is not a language any 2024 pc can start with. The module gives a universal translator to the party in the very first scene. Because the designers know that making it harder to talk to npcs is not going to make for a fun game. [/QUOTE]
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