Ping Pong Along
2011-04-20, 07:02 PM
Hi everyone. There's something that had been bugging me about D&D's language system. You go directly from not knowing a language to knowing. Sure, it is implied that you learn between levels, but it seems too easy. I'd like a system where there is a progression in language learning. I'd also like for there to be certain benefits toward knowing a specific language, beyond simply communication. The choice of languages were changed to better reflect my world.
Here is what I've been working on with some of my players. I would love to hear opinions on what you like, what you don't like, if something seems off balance, etc. Thanks for your help.
Languages in Kinland
1. Level 1 characters start off with 4 Language Points plus additional Language Points based on one half their Intelligence modifier. For instance, a level one character with an intelligence of 14 would get 5 Language Points total because of the 4 regular points and then 1 for having a +1 modifier in Intelligence.
2. It takes 4 Language Points put into a language to master it. One language point means you can pick out words or phrases and write simple words. Two language points means you are able to form some rough sentences and understand a bit of native speaker’s words. Three language points means you can basically understand most things and can communicate with people in this language without difficulty. Four language points shows mastery. Additional language points can be put in to be able to understand different dialects (NOTE: I'm still working on the role of dialects.)
3. To start off with, characters can only know the most basic languages (Elven, Dwarven, Goblin, Aquan, Cyclopian, Gnomish, and Tauren). As the character progresses through the world and encounters characters that speak other languages, they can learn various other languages (Draconic, Ignan, Halfling, Deltan, Gnoll, etc.).
4. Every level beyond the first, a character gets language points equal to one plus on half their Intelligence modifier.
5. Druids get four additional Language Points upon their first level of druid that has to go into Druidic.
6. If a character has a positive Wisdom modifier, they get four additional language points. This doesn't apply if the positive modifier is only achieved from a spell, such as Owl's Wisdom.
7. Unlike standard D&D, nobody starts off with an automatic language. This is why characters start off with 4 language points, so they can customize their language(s) to fit their back story. For instance, I've had quite a few elf PC's that didn't grow up among elves. They shouldn't have Elven as an automatic language.
Languages
[ ] = Aquan
[ ] = Cyclopian
[ ] = Deltan*
[ ] = Draconic*
[ ] = Druidic**
[ ] = Dwarven
[ ] = Elven
[ ] =Gargoyle*
[ ] = Gnoll*
[ ] = Gnomish
[ ] = Goblin
[ ] = Halfling*
[ ] = Ignan*
[ ] = Tauren
[ ] = _____________
[ ] =_____________
[ ] = _____________
[ ] = _____________
[ ] = _____________
* Must be taught. It takes a week of study with a tutor before a Language Point can be put into this language.
** Can only be taught to a druid.
Language Specifics
The main languages are very commonly heard throughout the world. Only the most isolated people have never come across or heard these languages, even if they do not know how to read, speak, or comprehend them.
Aquan is the language of the Merfolk. This language is nearly impossible to speak or understand above water. Masters of this language find that they can communicate very well underwater, even able to discuss complex issues before coming up for air. This language is also very useful for hearing rumors, for the voice of a Merfolk can travel downstream.
Cyclopian is the language of the Cyclops. It is a great language for intimidating your foes due to its harsh accents. Bards leading war parties often sing in Cyclopian because of this, as well as the fact most every word this language has rhymes with their word for “kill.” Unlike other languages, people do not have to understand the language to get the bonus effect.
Druidic is the language of nature. Animals respond to words spoken in druidic more easily than other languages due to the heavy emotion of the language.
Dwarven is the language of the Dwarves. It is the language of business. Typically, haggling is done in Dwarven. It shoes the seller that you mean business. It is a language with many varying accents given the widespread nature of the race.
Elven is the language of the Elves. Like Dwarven, there are many different dialects of Elven. Elven is a language that is fast paced and direct. This language is often used among those trying to hide their identity, as most everyone who speaks it sounds the same in both pitch and rhythm (except of course for the various accents).
Gnomish is the language of the Gnomes. Gnomish can be a very difficult language to understand and master given the nature of word inflection. As a result, it becomes easier to lie to someone while speaking Gnomish, though it becomes more difficult to tell if you’re being lied to.
Goblin is the language of the Goblins. It is often the language one turns to in drinking situations. More drinking songs are written in Goblin than in any other language. In party situations, strangers often become friendlier and more talkative if you speak to them in Goblin. There are three different accents among the Goblins that are quite different, those spoken by the goblins, orcs, and hobgoblins. The hobgoblin dialect is so different from goblin Goblin, that it instead makes soldiers and unopposed warriors more talkative and friendly.
Tauren is the language of the Centaurs. Tauren is a very precise and focused language. Many spellcasters find it helps them concentrate on their spells if they verbalize their spell in Tauren. The Centaurs are renowned for their archery abilities. They have many chants that have been passed down throughout the ages. These chants are said to focus the mind while preparing to strike a foe.
Language Effect
Aquan Speak and comprehend underwater
Cyclopian +2 Intimidate while in a war party
Druidic +2 Handle Animal
Dwarven +2 Diplomacy while haggling
Elfish +2 Disguise as an elf
Gnomish +2 Bluff
Goblin +2 Gather Information while partying (Goblin accent), or
+2 Gather Information from soldiers (Hobgoblin accent)
Tauren +2 Concentration when casting a spell using a ranged weapon
I'll add various bonuses to the extended language list as the party is exposed to those languages. What do you all think? The Tauren language is probably too powerful currently. I'll have to tweak that.
Words in orange represent edits.
Here is what I've been working on with some of my players. I would love to hear opinions on what you like, what you don't like, if something seems off balance, etc. Thanks for your help.
Languages in Kinland
1. Level 1 characters start off with 4 Language Points plus additional Language Points based on one half their Intelligence modifier. For instance, a level one character with an intelligence of 14 would get 5 Language Points total because of the 4 regular points and then 1 for having a +1 modifier in Intelligence.
2. It takes 4 Language Points put into a language to master it. One language point means you can pick out words or phrases and write simple words. Two language points means you are able to form some rough sentences and understand a bit of native speaker’s words. Three language points means you can basically understand most things and can communicate with people in this language without difficulty. Four language points shows mastery. Additional language points can be put in to be able to understand different dialects (NOTE: I'm still working on the role of dialects.)
3. To start off with, characters can only know the most basic languages (Elven, Dwarven, Goblin, Aquan, Cyclopian, Gnomish, and Tauren). As the character progresses through the world and encounters characters that speak other languages, they can learn various other languages (Draconic, Ignan, Halfling, Deltan, Gnoll, etc.).
4. Every level beyond the first, a character gets language points equal to one plus on half their Intelligence modifier.
5. Druids get four additional Language Points upon their first level of druid that has to go into Druidic.
6. If a character has a positive Wisdom modifier, they get four additional language points. This doesn't apply if the positive modifier is only achieved from a spell, such as Owl's Wisdom.
7. Unlike standard D&D, nobody starts off with an automatic language. This is why characters start off with 4 language points, so they can customize their language(s) to fit their back story. For instance, I've had quite a few elf PC's that didn't grow up among elves. They shouldn't have Elven as an automatic language.
Languages
[ ] = Aquan
[ ] = Cyclopian
[ ] = Deltan*
[ ] = Draconic*
[ ] = Druidic**
[ ] = Dwarven
[ ] = Elven
[ ] =Gargoyle*
[ ] = Gnoll*
[ ] = Gnomish
[ ] = Goblin
[ ] = Halfling*
[ ] = Ignan*
[ ] = Tauren
[ ] = _____________
[ ] =_____________
[ ] = _____________
[ ] = _____________
[ ] = _____________
* Must be taught. It takes a week of study with a tutor before a Language Point can be put into this language.
** Can only be taught to a druid.
Language Specifics
The main languages are very commonly heard throughout the world. Only the most isolated people have never come across or heard these languages, even if they do not know how to read, speak, or comprehend them.
Aquan is the language of the Merfolk. This language is nearly impossible to speak or understand above water. Masters of this language find that they can communicate very well underwater, even able to discuss complex issues before coming up for air. This language is also very useful for hearing rumors, for the voice of a Merfolk can travel downstream.
Cyclopian is the language of the Cyclops. It is a great language for intimidating your foes due to its harsh accents. Bards leading war parties often sing in Cyclopian because of this, as well as the fact most every word this language has rhymes with their word for “kill.” Unlike other languages, people do not have to understand the language to get the bonus effect.
Druidic is the language of nature. Animals respond to words spoken in druidic more easily than other languages due to the heavy emotion of the language.
Dwarven is the language of the Dwarves. It is the language of business. Typically, haggling is done in Dwarven. It shoes the seller that you mean business. It is a language with many varying accents given the widespread nature of the race.
Elven is the language of the Elves. Like Dwarven, there are many different dialects of Elven. Elven is a language that is fast paced and direct. This language is often used among those trying to hide their identity, as most everyone who speaks it sounds the same in both pitch and rhythm (except of course for the various accents).
Gnomish is the language of the Gnomes. Gnomish can be a very difficult language to understand and master given the nature of word inflection. As a result, it becomes easier to lie to someone while speaking Gnomish, though it becomes more difficult to tell if you’re being lied to.
Goblin is the language of the Goblins. It is often the language one turns to in drinking situations. More drinking songs are written in Goblin than in any other language. In party situations, strangers often become friendlier and more talkative if you speak to them in Goblin. There are three different accents among the Goblins that are quite different, those spoken by the goblins, orcs, and hobgoblins. The hobgoblin dialect is so different from goblin Goblin, that it instead makes soldiers and unopposed warriors more talkative and friendly.
Tauren is the language of the Centaurs. Tauren is a very precise and focused language. Many spellcasters find it helps them concentrate on their spells if they verbalize their spell in Tauren. The Centaurs are renowned for their archery abilities. They have many chants that have been passed down throughout the ages. These chants are said to focus the mind while preparing to strike a foe.
Language Effect
Aquan Speak and comprehend underwater
Cyclopian +2 Intimidate while in a war party
Druidic +2 Handle Animal
Dwarven +2 Diplomacy while haggling
Elfish +2 Disguise as an elf
Gnomish +2 Bluff
Goblin +2 Gather Information while partying (Goblin accent), or
+2 Gather Information from soldiers (Hobgoblin accent)
Tauren +2 Concentration when casting a spell using a ranged weapon
I'll add various bonuses to the extended language list as the party is exposed to those languages. What do you all think? The Tauren language is probably too powerful currently. I'll have to tweak that.
Words in orange represent edits.