From: Shaun Owen Hately <[0--54--6] at [bud.cc.swin.edu.au]> Newsgroups: rec.games.frp.dnd Subject: Languages in AD&D Date: Mon, 26 Aug 1996 20:27:51 +1000 The following is the draft for an article I'm writing for my game clubs newsletter. I thought people might be interested, and I would appreciate any comments. Human Languages in AD&D by Shaun Hately --==(AMBULANT IN FABULAM)==-- In memory of James Dallas Egbert III In most AD&D games, language does not play a large part. It should, but as the general rules contain very little consideration of the idea, players and Dungeon Masters, especially neophytes tend to ignore the situation. All too many games contain one human language called `Common' and a variety of monster languages. A few contain the idea of Alignment languages, a throwback to 1st Edition, but the idea of each human culture having its own discrete language is often neglected. The following rules have been developed and used in my campaigns for six years. They are based on Chapter 3: Debris from Babel in `The Lands of Legend' book 6 of the Dragon Warriors RPG. My revised rules are able to be used in AD&D games. I do not make any claim to these rules being in anyway official, nor do I make any claim to any copyright privileges already held on this work, by the producers of AD&D (TSR Inc) or Dragon Warrior (Dave Morris, Oliver Johnson and Corgi books). However the following article is (c) 1996 Shaun Hately. Permission is granted to copy and distribute this work in any way, shape or form, provided it is distributed in complete and unaltered form and no profit is made from its dispersal. Permission to alter this work can be obtained by e- mailing Shaun Hately at [d--dn--t] at [bud.swin.edu.au] This article is based on an understanding of the non weapon proficiency rules described in the AD&D 2nd Edition Players Handbook and Dungeon Master Guide, not those contained in the newer Skills & Powers book. This is simply because I do not yet use Skills & Powers, and do not understand its rule system. Three Language Points (LPs) may be converted into one non weapon proficiency point. Number of Language Points Virtually all PCs start with a set number of Language Points, based on their intelligence score. The following table shows the number of points for each character. This table takes the place of the # of Lang section of the Intelligence table contained in the PHB. Intelligence Score Initial Language Points 1 0 2 3 3 3 4 3 5 4 6 5 7 5 8 6 9 6 10 7 11 8 12 9 13 10 14 12 15 13 16 16 17 18 18 21 19 24 20 27 21 30 22 33 23 36 24 45 25 60 Contrary to what is said in the PHB, using this system a character of 1 intelligence is utterly incapable of learning coherent speech. A character of higher intelligence who score is reduced to 1, may at the DMs discretion retain such ability. This system does require the player to use LPs in order to speak their native tongue. Language Points may be exchanged for Non Weapon Proficiency points and vice versa using a 3:1 exchange rate. Command of Language A PCs command of a language can be at one of three levels. Basic: the PC knows almost nothing of a language. They may know a few words :- `cold', `mercy', `die', `pain' etc. When faced with a situation where it is necessary, they may be able to remember a word on a successful Intelligence check. They may recognise a single word used on a successful Intelligence check with a plus one bonus. The level is similar to that which a normal person today might casually acquire through watching television. (Jawohl, Herr Commandant) Intermediate: the PC has some command of the language. He or she can follow most conversation addressed to them, provided it is slow and clear. They can also communicate most concepts effectively although their grammar is likely to be atrocious. This level is similar to that acquired by users of `Learn a Foreign Language' audio tapes, or by senior High School students. Characteristic of this level of speech is the use of native grammar interspersed over the new language, or uncertainty in the use of the language. Fluent: the PC can speak and understand the language perfectly. They may still have an accent, but they will have no trouble in being understood or in understanding those who speak to them. It is important to remember however that their language acquires the features of those they learn it from. A sailor may speak perfect Sulewanese, but he would not be able to pass himself off as a native at court. For example (horribly exaggerated for effect): the sailor is meeting a Princess of the Imperial Family. He attempts to compliment her on her appearance. He wishes to say: Your Imperial Highness, may I compliment you on your lovely gown and your exquisite features. Truly, I have never seen such a flower of beauty. He actually says: Highness, you're quite a looker and that dress is a ripper. You've got to be one of the best looking dames I've ever clapped me eyes on. Did you spot the difference? Difficulty of Language Some languages are easier to learn than others. The first step in using language in your game world is to decide which languages are simple and which are hard. When doing this try not to let cultural prejudice intrude. For example, in the real world, most Americans (or Australians!) seem to assume that English is an easy language to learn, simply because they speak it, and they learnt it as a baby. In actual fact English is a fairly difficult language to learn, as it does not share the heavily structured grammar of many other languages and has so many exceptions. Make your judgements free of these constraints. Languages should be divided into one of four classes: SIMPLE UNDEMANDING COMPLEX ABTRUSE Relationships of Language Some languages are closer to each other than others. This makes them easier to learn. The next step is to work out which languages are close to each other and which are vastly different. There are three degrees of closeness, given here with real world examples CLOSE: French to Italian, Spanish to Portuguese DISTANT: English to Dutch, Spanish to Turkish NONE: English to Japanese (for the purists, yes I know there is a slight connection between English and Japanese, however it does not effect the rules in this table. All languages on Earth are connected with the possible exception of a few of the Aboriginal languages of Australia. In all probabilty a similar circumstance would exist in a fantasy world. Come on, you accept that clerics can't use swords (well, *some* of you do 8-)) for game balance. This is the same kind of thing!) If a PC is fluent in a language which is related to another language, learning the second language is easier, and so its difficulty level is reduced. The effect also occurs if the PC knows the first language to an intermidiate level, though the effect is reduced. The effect is shown in the following table. First language already known to: Intermediate Fluent Relation CLOSE one step two steps between easier easier first and DISTANT no advantage one step second easier language NONE no advantage no advantage By the way, a product of these rules, is that if a PC knows a language fluently which is closely related to another language, which is a simple langauge to start with, they can probably already understand and make themselves understood in the second language. This may be a probelm for some DMs. I personally like it. Starting Languages Players must use LPs to learn their native language in this system. They must allocate one LP for every level of command in any language. It is suggested (in fact, I suggest the DM insists on this) that they allocate three points in order to be fluent in their native language. It seems to me absurd that a PC might have a smattering of three tongues and yet be unable to speak any one tongue fluently. After that the PCs should be able to use points to acquire any ability in any langauge, provided the DM rules it to be acceptable. Obviously the DM must take such factors as character backgrounds into account. I have found that this system prevents players from just dumping languages and turning their extra intelligence slots into extra non weapon proficiencies. I have also found that it encourages PCs to keep slots in reserve in order to acquire new languages, if and when they need them. I run very proficiency intense games by the way (just ask Daniel or Antoinette). Learning New Languages There are two ways of learning a language. Learning from a tutor, or learning by usage. We'll handle these one at a time. Learning From A Tutor First of all the PC must find a tutor. A tutor can be any person who speaks a language fluently. Because so many factors must come into play in determining the avaialabilty of tutors, etc, no rules are given on whether or not there is one available or the costs. The DM must determine this themselves. The time taken to progress from one level in a language to the next is determined by its difficulty modified according to knowledge of related language, and is only possible if the PC has the necesary LPs to do so. The time is as follows: SIMPLE three months UNDEMANDING six months COMPLEX one year ABTRUSE 1d6 years This assumes that the PC attends lessons once a week and practices daily. Learning By Usage Living among natives is the best way to learn a language. Every two months, provided they have LPs free the player should roll d100 on the following table. A successful roll increases the PCs command of the language by one level. The difficulty of the language is modified by similarity to known languages and by intelligence. A intelligence of 5 or less modifies the roll by -10%, an intelligence of 6-8 modifies the roll by -5%. An intelligence of 13-15 modifies the roll by +5% and an Intelligence of 16 or greater imparts a +10% modifer. SIMPLE 70% UNDEMANDING 30% COMPLEX 15% ABTRUSE 6% By the way, if a language is `dead', such as Latin or Ancient Greek, it can obviously not be learned in this way, short of time travel or finding an isolated community who still speak the language. Literacy Always remember that just because you can speak a language, doesn't mean you can read or write it. This is likely to be even more true in a fantasy world. It must also be considered that scripts etc differ. A person who can read and write English is likely to be able to have a stap at German or French where the script is more or less identical. They may even be able to puzzle out Greek, but they've got a snow balls chance in hell of managing to read imperial era Chinese or Egyptian Hieroglyphics. If there is enough interest, I may write an article on this, but for the moment, just bear it in mind. Acknowledgments Daniel Fields, Antoinette Vasey, Paul Fields, Daniel Mayes, Mark Jessop, Scott McGrane, Damien Wise, Gareth Clark, Danny Micallef, Emma Belantyne, JP Forster, Cruiser, and Linda Makepeace. Denizens of the ADND-L, GMAST-L, and REALMS e-mailing lists, and of AUS.GAMES.ROLEPLAY, REC.GAMES.FRP.DND and REC.GAMES.FRP.MISC usenet groups and as always all past, present and future members (neophytes included 8-)) of the Ambulant In Fabulam RPGamers Society. Dreadnought ([d--dn--t] at [bud.swin.edu.au])