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Pick And Mix Expanded Language - Wolv0rine
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<blockquote data-quote="Wolv0rine" data-source="post: 2955481" data-attributes="member: 9045"><p>Steverooo, I may not like it, but it's an opinion. And those are better than nothing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>That being said, most of your problems seem to stem from an omission in the PnM itself that I didn't notice for a long time. I pasted it into the topic this thread branched off of, but I don't know if you saw it. Anyway, tell me if this addition helps with the problems you have with the skill.</p><p></p><p>"A character begins play knowing his native language at 3rd rank, plus a number of language ranks equal to his Intelligence modifier that can be allocated as the player wants (meaning these ranks can be used for additional starting languages). If the character’s Intelligence modifier is a negative number, then the character’s native language ranks are reduced by that number, although a beginning character will always have at least 1 rank in his native language. After 1st level, language ranks are bought with skill points."</p><p></p><p>Now granted, that still only gives a beginning character a base rank 3 in his native tongue plus up to 4 additional starting ranks (which don't go very far, again granted). You could easily double that number, and the more I look at it, the more I'm thinking that (Int mod x 2) might work better.</p><p>I wrote it from the perspective of wanting characters to speak fewer languages (this is a fantasy world, actual schooling is rare at BEST, the number of characters - heroes or not - who can speak a dozen languages fluently should be fairly low). Although granted, the skill was originally written for use in my campaign world.</p><p></p><p></p><p>Figured I'd answer this part directly.</p><p>In this system, he has one Native language that he has a 3rd rank by default. He knows 3-4 syllable words (pretty good for the education level of most D&D worlds, I think) and can read/write 1-2 syllable words. Now, in this post alone (not counting names) the number of words that exceed 1-2 syllables is 24 (opinion, omission, addition, characters, character, language, intelligence, modifier, allocated, additional, negative, reduced, beginning, easily, perspective, fantasy, fluently, originally, directly, syllable, education, certainly, introduce, and majority). That seems like a big number until you look at how many words are in the post in all. You can get a lot across with 1-2 syllable words.</p><p>And I figure Common is a language like any other. For a good number of human races in many games, Common is the native tongue.</p><p></p><p>So, if you find the <u>structure</u> of the skill good, but the amount of skill points it eats unfair, hand out some more skill points is my advice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>I certainly wasn't going to try to introduce a skill that came with it's own pool of skill points to pay for itself (and thus make it free) and assume that the majority would think it was a good thing, although I did consider it.</p><p></p><p>((Edited for additional points I kept forgetting to add and general typo hell))</p></blockquote><p></p>
[QUOTE="Wolv0rine, post: 2955481, member: 9045"] Steverooo, I may not like it, but it's an opinion. And those are better than nothing. :) That being said, most of your problems seem to stem from an omission in the PnM itself that I didn't notice for a long time. I pasted it into the topic this thread branched off of, but I don't know if you saw it. Anyway, tell me if this addition helps with the problems you have with the skill. "A character begins play knowing his native language at 3rd rank, plus a number of language ranks equal to his Intelligence modifier that can be allocated as the player wants (meaning these ranks can be used for additional starting languages). If the character’s Intelligence modifier is a negative number, then the character’s native language ranks are reduced by that number, although a beginning character will always have at least 1 rank in his native language. After 1st level, language ranks are bought with skill points." Now granted, that still only gives a beginning character a base rank 3 in his native tongue plus up to 4 additional starting ranks (which don't go very far, again granted). You could easily double that number, and the more I look at it, the more I'm thinking that (Int mod x 2) might work better. I wrote it from the perspective of wanting characters to speak fewer languages (this is a fantasy world, actual schooling is rare at BEST, the number of characters - heroes or not - who can speak a dozen languages fluently should be fairly low). Although granted, the skill was originally written for use in my campaign world. Figured I'd answer this part directly. In this system, he has one Native language that he has a 3rd rank by default. He knows 3-4 syllable words (pretty good for the education level of most D&D worlds, I think) and can read/write 1-2 syllable words. Now, in this post alone (not counting names) the number of words that exceed 1-2 syllables is 24 (opinion, omission, addition, characters, character, language, intelligence, modifier, allocated, additional, negative, reduced, beginning, easily, perspective, fantasy, fluently, originally, directly, syllable, education, certainly, introduce, and majority). That seems like a big number until you look at how many words are in the post in all. You can get a lot across with 1-2 syllable words. And I figure Common is a language like any other. For a good number of human races in many games, Common is the native tongue. So, if you find the [u]structure[/u] of the skill good, but the amount of skill points it eats unfair, hand out some more skill points is my advice. :) I certainly wasn't going to try to introduce a skill that came with it's own pool of skill points to pay for itself (and thus make it free) and assume that the majority would think it was a good thing, although I did consider it. ((Edited for additional points I kept forgetting to add and general typo hell)) [/QUOTE]
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