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OGC Speak Language alternates?
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<blockquote data-quote="JBowtie" data-source="post: 1713819" data-attributes="member: 1810"><p>Perform (oratory), actually, which is Charisma based. If you're not fluent, I would probably require a Speak Language check to see what the audience gets out of it. "Ich bin ein Berliner" being a good example of someone very good at oratory narrowly failing his Speak Language check. The crowd reacted favorably to the delivery of the speech, but probably went away slightly amused.</p><p></p><p></p><p></p><p>I'd say that's a symptom of how the skill is defined. If Knowledge checks were defined the same way, nobody would take more than 1 rank per knowledge skill. Change the definition, and adventure designers can actually produce situations that make it worthwhile to invest in a single language.</p><p></p><p></p><p></p><p>Of course not; you'd simply take 10, which covers normal conversation with no problem. You make checks when you're trying to convey critical information in a foreign tongue. For example, let's say you're trying to warn someone in dwarvish about the pendulum which will knock him into the pit if he comes closer.</p><p></p><p>If you're fluent (a native speaker), no problem, you can just say, "A pendulum will knock you into the pit if you come closer."</p><p></p><p>Failed check by 5 or more - "You are a jelly-filled pastry who will be eaten by a hole in the floor." Note that no useful information is conveyed.</p><p></p><p>Failed check by 4 or less - "Don't come closer. A thingy will hit you down there." General gist, but important information has not been conveyed.</p><p></p><p>Success - "A pendulum will knock you into the pit if you come closer." Just like a native speaker.</p><p>Squeaks by - "A..uhh...big swinging thing will knock you into the pit if you come closer." If the DM cares enough to remove big words or wants to make a distinction between normal success and critical success.</p><p></p><p>If the warning is written, then the reader can optionally make a Decipher Script check instead of a Speak Language check.</p></blockquote><p></p>
[QUOTE="JBowtie, post: 1713819, member: 1810"] Perform (oratory), actually, which is Charisma based. If you're not fluent, I would probably require a Speak Language check to see what the audience gets out of it. "Ich bin ein Berliner" being a good example of someone very good at oratory narrowly failing his Speak Language check. The crowd reacted favorably to the delivery of the speech, but probably went away slightly amused. I'd say that's a symptom of how the skill is defined. If Knowledge checks were defined the same way, nobody would take more than 1 rank per knowledge skill. Change the definition, and adventure designers can actually produce situations that make it worthwhile to invest in a single language. Of course not; you'd simply take 10, which covers normal conversation with no problem. You make checks when you're trying to convey critical information in a foreign tongue. For example, let's say you're trying to warn someone in dwarvish about the pendulum which will knock him into the pit if he comes closer. If you're fluent (a native speaker), no problem, you can just say, "A pendulum will knock you into the pit if you come closer." Failed check by 5 or more - "You are a jelly-filled pastry who will be eaten by a hole in the floor." Note that no useful information is conveyed. Failed check by 4 or less - "Don't come closer. A thingy will hit you down there." General gist, but important information has not been conveyed. Success - "A pendulum will knock you into the pit if you come closer." Just like a native speaker. Squeaks by - "A..uhh...big swinging thing will knock you into the pit if you come closer." If the DM cares enough to remove big words or wants to make a distinction between normal success and critical success. If the warning is written, then the reader can optionally make a Decipher Script check instead of a Speak Language check. [/QUOTE]
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