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Quick & Dirty d20 Linguistics free document (DRAFT)
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<blockquote data-quote="The Other Librarian" data-source="post: 1861271" data-attributes="member: 23655"><p>Nice job! best 34 kb I downloaded today. <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></p><p>As to comments and criticism...</p><p></p><p>I agree with your assesment that most groups won't want to mess with this much detail. In my experience, even the simple step of eliminating a "common tongue" tends to frustrate players. But I like your first bash at the system.</p><p></p><p>The virtual ranks bother me a bit. In all but the closest related languages, I don' think the amount of comprehension gained is worth the trouble of keeping up with. Since one or two words in a passage could mean almost anything without the rest of the context, I would maybe devise a system where ranks in a related language (close family or dialectical) give a synergy bonus or allow an untrained check. ( I didn't catch whether your SL check was trained only or not)</p><p></p><p>Dialects in a fantasy world would be harder to understand than in our world, where mass media smoothes out a lot of rough edges (assuming a medieval type world where populations can live in relative isolation). Maybe switch dialect to a -2 penalty on the check, and -4 for close family. Reading a close family language then would require a 20 to get the nearly full meaning, for the most part the best you could hope for would be the gist. For the more distant relatives, I wouldn't allow a check, except to maybe identify the language, as to region or era.</p><p></p><p>For <em>Comprehend Languages</em>, perhaps consider not banning it altogether, but making it the purview of classes with more linguistic concern, ie a class spell for bards, or a loremaster ability, maybe raising the level</p><p></p><p>Nice ideas though. I really liked the section on custom names, and names associated with language, which some games do attempt, but often with limited success. Players have a habit of being willfull about their names. I might go so far as to advocate a randomly generated name based on background.</p><p></p><p>Anyway, good stuff. Hope my rambling gave you some food for thought.</p><p></p><p></p><p></p><p></p><p> <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></blockquote><p></p>
[QUOTE="The Other Librarian, post: 1861271, member: 23655"] Nice job! best 34 kb I downloaded today. :) As to comments and criticism... I agree with your assesment that most groups won't want to mess with this much detail. In my experience, even the simple step of eliminating a "common tongue" tends to frustrate players. But I like your first bash at the system. The virtual ranks bother me a bit. In all but the closest related languages, I don' think the amount of comprehension gained is worth the trouble of keeping up with. Since one or two words in a passage could mean almost anything without the rest of the context, I would maybe devise a system where ranks in a related language (close family or dialectical) give a synergy bonus or allow an untrained check. ( I didn't catch whether your SL check was trained only or not) Dialects in a fantasy world would be harder to understand than in our world, where mass media smoothes out a lot of rough edges (assuming a medieval type world where populations can live in relative isolation). Maybe switch dialect to a -2 penalty on the check, and -4 for close family. Reading a close family language then would require a 20 to get the nearly full meaning, for the most part the best you could hope for would be the gist. For the more distant relatives, I wouldn't allow a check, except to maybe identify the language, as to region or era. For [I]Comprehend Languages[/I], perhaps consider not banning it altogether, but making it the purview of classes with more linguistic concern, ie a class spell for bards, or a loremaster ability, maybe raising the level Nice ideas though. I really liked the section on custom names, and names associated with language, which some games do attempt, but often with limited success. Players have a habit of being willfull about their names. I might go so far as to advocate a randomly generated name based on background. Anyway, good stuff. Hope my rambling gave you some food for thought. :) [/QUOTE]
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