Well, I covered most of the available languages. I saved one for this post (Which will also have a passing mention of telepathy, though none of the players in either party decided to roll psionic) because its implementation relies on some additional rules I added for the campaign. These rules allow characters to learn more languages as a natural consequence of leveling, albeit at varied strata of proficiency. I feel that it's a natural and necessary balance to the strict linguistic barriers I erected for the campaign.
Showing posts with label Protocommon. Show all posts
Showing posts with label Protocommon. Show all posts
Wednesday, April 6, 2011
Language in DnD: Part 4- Revenant Converse!
Well, I covered most of the available languages. I saved one for this post (Which will also have a passing mention of telepathy, though none of the players in either party decided to roll psionic) because its implementation relies on some additional rules I added for the campaign. These rules allow characters to learn more languages as a natural consequence of leveling, albeit at varied strata of proficiency. I feel that it's a natural and necessary balance to the strict linguistic barriers I erected for the campaign.
Wednesday, November 3, 2010
Language in DnD: Part 3- Headless Turtle
Now, the mechanical benefits section could be taken as odd or unnecessary, especially if I've already convinced you of the need for language revolution with all of my appeals to setting richness and roleplaying.
However, many of the benefits are simply psychological; someone likes to be addressed in their own language. DMs can certainly apply circumstance bonuses to reflect this, and I'd encourage it; but in the case of goblins, for instance, the effect is even more considerable. Even if I were awarding a player a +2 bonus on a Diplomacy roll for an impassioned plea for mercy from a Despot Goblin holding a spear to his throat, I'd still also give them the bonus for speaking Goblin to a goblin. The Despot is moved by the eloquence of his captive, but further moved that his captive is managing to be eloquent in Goblin. I'd apply both bonuses even if the character was also a goblin, since in that case there's the added empathy of staring into a like face.
The Draconic and Elemental Tongue bonuses (and possibly the Spirit tongue, which I'm mulling over as I type this sentence) have a bit of that extra mystical flare to them. They aren't just psychologically appealing, they're essentially appealing, in that they speak to something at the core of the audience member. The effects will presumably come into play less often in the Tinderbox campaign than the benefit of knowing Goblin. What makes them powerful, though, is their capacity for use in situations where the audience can't talk. The krask are a good borderline example, as krask are fairly unintelligent and almost never know any language other than Draconic. A player has no hope of convincing a krask to halt its charge if he calls out in Dwarven, for example; but the same command delivered in Draconic gets a boost. Players, even non-rangers, could use similar tactics when beset by guard drakes, which are a fairly common creature in the Tran Empire.
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