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OGC Speak Language alternates?
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<blockquote data-quote="JBowtie" data-source="post: 1723979" data-attributes="member: 1810"><p>Here is my solution; I will be playtesting these rules tomorrow evening.</p><p></p><p>A few notes for those considering these rules - </p><p></p><p> * Characters using these rules will generally speak 1-2 languages fluently and be illiterate. This reflects the reality of life before the printing press.</p><p> * Wizards and clerics are literate by default. This reflects the special training both classes undergo. Bards rely on oral tradition and therefore do not get the training.</p><p> * Decipher Script can be used to get the general gist of any writing - EVEN IF the character is illiterate.</p><p> * Widely divergent social classes probably count as different dialects; think Cockney versus Queen's English in Victorian London.</p><p></p><p><strong><span style="font-size: 18px">Speak Language (INT; Trained Only)</span></strong></p><p></p><p>You can speak and understand a selected language. If you are literate (see the Literacy feat), you can also read and write the language.</p><p></p><p><span style="font-size: 12px">Making Checks</span></p><p>Normal conversation assumes you are taking 10. Speak Language checks are required when attempting to speak or understand unusual words or concepts; attempting to adopt, disguise, or understand an extremely thick accent or dialect; or, if literate, when reading non-magical writing.</p><p></p><p>Checks are only made once per conversation or inscription, at the beginning. The DM may require additional checks if the main conversation topic changes. For example, two smiths discussing the weather is a DC 10 conversation; if they start comparing notes on vitrification techniques, this has become a DC 15 conversation.</p><p></p><p>On a successful check, there are no impediments to understanding and everyone converses normally.</p><p></p><p>Failing a check by 4 or less means you get the general meaning, but are unable to communicate specifics.</p><p></p><p>Failing a check by 5 or more can either mean that you simply do not understand, or that you have completely misinterpreted the information.</p><p></p><p><span style="font-size: 12px">Fluencies</span></p><p>All characters are assumed to be fluent in their native languages (i.e, those languages listed as automatic for the character's race). The Fluency feat can be taken at first level to gain fluency in additional tongues.</p><p></p><p>Being fluent allows the character to take 10 at all times and grants a +5 fluency bonus to all Speak Language checks. You can make Speak Language checks in a fluent language even if you do not have any ranks.</p><p></p><p><span style="font-size: 12px">Common Tasks</span></p><p>DC - Task</p><p>5 - Speak or understand simple, set phrases, such as "My name is John." or "Where is the market?"</p><p>10 - Carry on normal conversation with a native speaker.</p><p>15 - Speak or understand slang, jargon, or technical conversation (topics relating to Craft, Knowledge, or Profession skills).</p><p>15 - Affect an foreign accent convincingly (enough to fool a non-native).</p><p>20 - Comprehend unusual or arcane dialects.</p><p>20 - Flawlessly adopt an foreign accent (enough to fool a native speaker).</p><p></p><p><span style="font-size: 12px">Common Difficulty Modifiers (added to DC)</span></p><p>DC Modifier - Condition</p><p>+2 - Thick accent</p><p>+5 - Extremely thick or unusual accent</p><p>+2 - Unfamiliar dialect or slang</p><p>+5 - Extremely distinct or unusual dialect or slang</p><p>+5 - Ideographic language (see Literacy)</p><p></p><p><span style="font-size: 12px">Common Check modifiers (added to results)</span></p><p>Modifier - Condition</p><p>-5 - Barbarian penalty if using Literacy rules</p><p>+5 - Fluency bonus granted to native speakers</p><p>+2 - Reading/writing unfamiliar words, phonetic language (see Literacy) </p><p></p><p><span style="font-size: 12px">Synergies</span></p><p>If you have 5 or more ranks in Disguise, you gain a +2 synergy bonus to Speak Language checks when attempting to affect an accent.</p><p>If you have 5 or more ranks in Speak Language, you gain a +2 synergy bonus to Perform (oratory) checks when making a speech in that language.</p><p>If you have 5 or more ranks in Speak Language, you gain a +2 synergy bonus the Profession (writer) checks when writing in that language.</p><p></p><p></p><p><strong><span style="font-size: 15px">Fluency (General)</span></strong></p><p><strong>Prerequisites</strong>: Can be taken at first character level only</p><p>You are fluent in a foreign language and may treat it as if you were a native. You may always take 10 on Speak Language checks for this language and gain a +5 fluency bonus to such checks.</p><p></p><p><strong><span style="font-size: 15px">Literacy (General)</span></strong></p><p><strong>Prerequisites</strong>: Fluency or 4 ranks in Speak Language</p><p>You can read and write the selected language.</p><p>A phonetic language is one in which the symbols or letters represent sounds made while speaking. This means that unfamiliar words can be sounded out when reading or writing, giving speakers a +2 bonus when doing so.</p><p>In an ideographic language, on the other hand, the symbols are pictures representing entire words or concepts. This means one cannot leverage one's speaking knowledge as effectively and that there are many more symbols to memorize. The extra difficulty is reflected by increasing the DC of reading and writing by 5.</p><p><strong>Special</strong>: In a normal setting, Clerics and Wizards gain this feat for free. Barbarians suffer a -5 Barbarian penalty when reading and writing.</p><p>In a high-literacy setting, all classes except barbarians gain this feat for free; barbarians in such a setting do not suffer the -5 penalty.</p></blockquote><p></p>
[QUOTE="JBowtie, post: 1723979, member: 1810"] Here is my solution; I will be playtesting these rules tomorrow evening. A few notes for those considering these rules - * Characters using these rules will generally speak 1-2 languages fluently and be illiterate. This reflects the reality of life before the printing press. * Wizards and clerics are literate by default. This reflects the special training both classes undergo. Bards rely on oral tradition and therefore do not get the training. * Decipher Script can be used to get the general gist of any writing - EVEN IF the character is illiterate. * Widely divergent social classes probably count as different dialects; think Cockney versus Queen's English in Victorian London. [B][SIZE=5]Speak Language (INT; Trained Only)[/SIZE][/B] You can speak and understand a selected language. If you are literate (see the Literacy feat), you can also read and write the language. [SIZE=3]Making Checks[/SIZE] Normal conversation assumes you are taking 10. Speak Language checks are required when attempting to speak or understand unusual words or concepts; attempting to adopt, disguise, or understand an extremely thick accent or dialect; or, if literate, when reading non-magical writing. Checks are only made once per conversation or inscription, at the beginning. The DM may require additional checks if the main conversation topic changes. For example, two smiths discussing the weather is a DC 10 conversation; if they start comparing notes on vitrification techniques, this has become a DC 15 conversation. On a successful check, there are no impediments to understanding and everyone converses normally. Failing a check by 4 or less means you get the general meaning, but are unable to communicate specifics. Failing a check by 5 or more can either mean that you simply do not understand, or that you have completely misinterpreted the information. [SIZE=3]Fluencies[/SIZE] All characters are assumed to be fluent in their native languages (i.e, those languages listed as automatic for the character's race). The Fluency feat can be taken at first level to gain fluency in additional tongues. Being fluent allows the character to take 10 at all times and grants a +5 fluency bonus to all Speak Language checks. You can make Speak Language checks in a fluent language even if you do not have any ranks. [SIZE=3]Common Tasks[/SIZE] DC - Task 5 - Speak or understand simple, set phrases, such as "My name is John." or "Where is the market?" 10 - Carry on normal conversation with a native speaker. 15 - Speak or understand slang, jargon, or technical conversation (topics relating to Craft, Knowledge, or Profession skills). 15 - Affect an foreign accent convincingly (enough to fool a non-native). 20 - Comprehend unusual or arcane dialects. 20 - Flawlessly adopt an foreign accent (enough to fool a native speaker). [SIZE=3]Common Difficulty Modifiers (added to DC)[/SIZE] DC Modifier - Condition +2 - Thick accent +5 - Extremely thick or unusual accent +2 - Unfamiliar dialect or slang +5 - Extremely distinct or unusual dialect or slang +5 - Ideographic language (see Literacy) [SIZE=3]Common Check modifiers (added to results)[/SIZE] Modifier - Condition -5 - Barbarian penalty if using Literacy rules +5 - Fluency bonus granted to native speakers +2 - Reading/writing unfamiliar words, phonetic language (see Literacy) [SIZE=3]Synergies[/SIZE] If you have 5 or more ranks in Disguise, you gain a +2 synergy bonus to Speak Language checks when attempting to affect an accent. If you have 5 or more ranks in Speak Language, you gain a +2 synergy bonus to Perform (oratory) checks when making a speech in that language. If you have 5 or more ranks in Speak Language, you gain a +2 synergy bonus the Profession (writer) checks when writing in that language. [B][SIZE=4]Fluency (General)[/SIZE][/B] [B]Prerequisites[/B]: Can be taken at first character level only You are fluent in a foreign language and may treat it as if you were a native. You may always take 10 on Speak Language checks for this language and gain a +5 fluency bonus to such checks. [B][SIZE=4]Literacy (General)[/SIZE][/B] [B]Prerequisites[/B]: Fluency or 4 ranks in Speak Language You can read and write the selected language. A phonetic language is one in which the symbols or letters represent sounds made while speaking. This means that unfamiliar words can be sounded out when reading or writing, giving speakers a +2 bonus when doing so. In an ideographic language, on the other hand, the symbols are pictures representing entire words or concepts. This means one cannot leverage one's speaking knowledge as effectively and that there are many more symbols to memorize. The extra difficulty is reflected by increasing the DC of reading and writing by 5. [B]Special[/B]: In a normal setting, Clerics and Wizards gain this feat for free. Barbarians suffer a -5 Barbarian penalty when reading and writing. In a high-literacy setting, all classes except barbarians gain this feat for free; barbarians in such a setting do not suffer the -5 penalty. [/QUOTE]
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