Knightofvictory
2010-10-31, 02:32 AM
One of the things that bugs me about the 3.5/pathfinder system is the ease of how characters can instantly learn a new language overnight and the retarded number of languages a character knows. I am wanting to make language a more important part of my next game, and came up with this. I'm hoping that it will keep wizards from just auto knowing every important language that comes up as well as add some verisimilitude and entertaining RP potential. Please let me know what you think if you find this interesting!
CHANGES:
Each character gets bonus languages depending on their INT modifier as follows
>13 INT= class/ race languages only
13 INT= +1 bonus language
15 INT= +2 bonus languages
Even with higher INT, you cannot start with more bonus languages. Bonus languages (languages given through race, or INT score) are spoken by the character conversationally and easily
Any language may be learned by placing a point in the linguistics skill. But these ‘learned’ languages are not immediately mastered and take some effort to recall. Each time a character speaks using a language from linguistics, they must make a linguistic skill check. A character may take 10 on these checks
< DC 10 – a failure to communicate.
DC 10 - get the general message across, perhaps with some malapropos or fumbling for the right word. -5 penalty for bluff, diplomacy, intimidate, or vocal performance checks in this language
DC 15 – communicate adequately. It is clear the speaker is not native, but all the language is correct, albeit limited. -2 to language based checks
DC 20 – language is fluent and smooth, but with a noticeable accent to betray that the speaker did not grow up with the language. No penalty to language based checks
Example:
Magnus the human fighter decides he wants to try to learn the language of his elven allies, and feels just smart enough to try it. When he levels up he puts 1 point into linguistics and chooses ‘elven’. His INT is 12, so he gets a modifier of +2 to his linguistics check whenever he tries to speak elven. Taking 10, Magnus gets a 12 on his check, guaranteeing the elves will be able to understand him, but they will certainly not be impressed by his butchering of their language! He can try to roll for a higher result, perhaps trying to use more complex language but he risks rolling less than an 8, leaving him spouting complete gibberish and embarrassing his (former) elven allies
Teague the Halfling bard is a different story. He grew up knowing Halfling and Common, and picked up Dwarven and Goblin in his travels with ease thanks to his mighty intellect. (15 INT!) Now he wants to pick up elven to try to convince his allys he is not as incompetent as certain human fighters. He puts 1 rank into elven, plus a 3 bonus since it is a class skill for bards. This puts his linguistics check at a +6, meaning he can take 10 to get a 16 and talk to his allies with some grace. If Teague is feeling risky, he can roll it- he only needs a 14 to impress his allies with his quick tongue, and would have to roll a 3 or lower to botch the task completely. As he levels, he continues to put more ranks into linguistics, adding a new language each time while continuing to improve his elven until it becomes impossible for him to misspeak it.
CHANGES:
Each character gets bonus languages depending on their INT modifier as follows
>13 INT= class/ race languages only
13 INT= +1 bonus language
15 INT= +2 bonus languages
Even with higher INT, you cannot start with more bonus languages. Bonus languages (languages given through race, or INT score) are spoken by the character conversationally and easily
Any language may be learned by placing a point in the linguistics skill. But these ‘learned’ languages are not immediately mastered and take some effort to recall. Each time a character speaks using a language from linguistics, they must make a linguistic skill check. A character may take 10 on these checks
< DC 10 – a failure to communicate.
DC 10 - get the general message across, perhaps with some malapropos or fumbling for the right word. -5 penalty for bluff, diplomacy, intimidate, or vocal performance checks in this language
DC 15 – communicate adequately. It is clear the speaker is not native, but all the language is correct, albeit limited. -2 to language based checks
DC 20 – language is fluent and smooth, but with a noticeable accent to betray that the speaker did not grow up with the language. No penalty to language based checks
Example:
Magnus the human fighter decides he wants to try to learn the language of his elven allies, and feels just smart enough to try it. When he levels up he puts 1 point into linguistics and chooses ‘elven’. His INT is 12, so he gets a modifier of +2 to his linguistics check whenever he tries to speak elven. Taking 10, Magnus gets a 12 on his check, guaranteeing the elves will be able to understand him, but they will certainly not be impressed by his butchering of their language! He can try to roll for a higher result, perhaps trying to use more complex language but he risks rolling less than an 8, leaving him spouting complete gibberish and embarrassing his (former) elven allies
Teague the Halfling bard is a different story. He grew up knowing Halfling and Common, and picked up Dwarven and Goblin in his travels with ease thanks to his mighty intellect. (15 INT!) Now he wants to pick up elven to try to convince his allys he is not as incompetent as certain human fighters. He puts 1 rank into elven, plus a 3 bonus since it is a class skill for bards. This puts his linguistics check at a +6, meaning he can take 10 to get a 16 and talk to his allies with some grace. If Teague is feeling risky, he can roll it- he only needs a 14 to impress his allies with his quick tongue, and would have to roll a 3 or lower to botch the task completely. As he levels, he continues to put more ranks into linguistics, adding a new language each time while continuing to improve his elven until it becomes impossible for him to misspeak it.