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Languages House Rule
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garhkal
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PostPosted: Thu Feb 26, 2015 3:24 am    Post subject: Reply with quote

Whill wrote:

(2.) A Difficult difficulty can be as low as 16.


Yes, it can be as low as 16, but as the RAW says when a character in game rolls 20 ten times, he becomes fluent in a language.

Whill wrote:


(5.) You have a problem with my rule, but RAW has no hard base rule for starting language fluencies. What is your rule then?


I don't have one. They only have fluencies in a language if they start out with 5d in the specialization of said language. Otherwise they are rolling their language skill.
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Whill
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PostPosted: Thu Feb 26, 2015 7:22 pm    Post subject: Reply with quote

garhkal wrote:
Whill wrote:
(5.) You have a problem with my rule, but RAW has no hard base rule for starting language fluencies. What is your rule then?

I don't have one. They only have fluencies in a language if they start out with 5d in the specialization of said language. Otherwise they are rolling their language skill.

So PCs start with no fluencies without have the 5D in the specialization, even in Basic? Every time all characters talk to each other, in any language, they must roll to understand each other first?
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garhkal
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PostPosted: Fri Feb 27, 2015 12:05 am    Post subject: Reply with quote

You only iirc need to roll when speaking to someone in a different language. If everyone speaks basic (which books list most races as knowing), then no roll is needed.
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Whill
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PostPosted: Fri Feb 27, 2015 10:15 am    Post subject: Reply with quote

garhkal wrote:
You only iirc need to roll when speaking to someone in a different language. If everyone speaks basic (which books list most races as knowing), then no roll is needed.

So the only language fluency you give characters is Basic, and aliens aren't even fluent in their own species native language unless they have a 5D specialization in their own language, right?
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Raven Redstar
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PostPosted: Fri Feb 27, 2015 4:16 pm    Post subject: Reply with quote

I haven't been able to look through my books recently, due to family/work obligations, but on the note of the Streetwise contacts 1 per D, I could totally see the same thing going with other skills like Bureaucracy, Business, Cultures, Law Enforcement, etc... Giving a great reason for characters with particular backgrounds or experience additional boons for taking some dice in Knowledge skills.
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garhkal
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PostPosted: Fri Feb 27, 2015 5:10 pm    Post subject: Reply with quote

Whill wrote:
garhkal wrote:
You only iirc need to roll when speaking to someone in a different language. If everyone speaks basic (which books list most races as knowing), then no roll is needed.

So the only language fluency you give characters is Basic, and aliens aren't even fluent in their own species native language unless they have a 5D specialization in their own language, right?

Aliens know their racial. I used the basic as an example.

BUT perhaps i could start implementing a rule where each full D a person has in Languages gives them one language they are fluent in besides their racial/planetary (or basic for most humans)..
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tetsuoh
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PostPosted: Fri Feb 27, 2015 7:32 pm    Post subject: Reply with quote

Whill wrote:

I think in D&D you just start with languages based on your character's race. In my system, the species native languages not free, and must be "bought" as one of the language fluencies starting out. The only thing free is Basic, I guess like "Common" is the universal language in D&D that everyone knows. This way aliens do not automatically know more languages than humans do.


We have always considered basic to be the racial language of most humans.

Note I say most - there are colony worlds that start with a different base language for humans in my games - including huttese and fringe languages.
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Whill
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PostPosted: Fri Feb 27, 2015 7:33 pm    Post subject: Reply with quote

garhkal wrote:
Whill wrote:
garhkal wrote:
You only iirc need to roll when speaking to someone in a different language. If everyone speaks basic (which books list most races as knowing), then no roll is needed.

So the only language fluency you give characters is Basic, and aliens aren't even fluent in their own species native language unless they have a 5D specialization in their own language, right?

Aliens know their racial. I used the basic as an example.

BUT perhaps i could start implementing a rule where each full D a person has in Languages gives them one language they are fluent in besides their racial/planetary (or basic for most humans)..

I think what you just said above is reasonable and not strange.

garhkal wrote:
BUT perhaps i could start implementing a rule where each full D a person has in Languages gives them one language they are fluent in besides their racial/planetary (or basic for most humans)..

But only if they raised Languages, right? Otherwise that would be what I do, which you said was strange. 8)
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garhkal
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PostPosted: Sat Feb 28, 2015 2:09 am    Post subject: Reply with quote

Perhaps i misspoke. Each full D in languages is the skill itself, not just their base attribute. SO unless they actually have the skill, they just have their base tongue. Whether that is local to their planet (such as those from Socorro), race (such as Shirwook), or human basic.
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PostPosted: Tue Apr 21, 2015 1:40 am    Post subject: PC Starting Language Fluencies Reply with quote

FWIW, I have decided to do away with the 'everyone gets "Basic" for free' aspect of my house rule. Now, the total number of starting Language fluencies a PC starts with is strait equal to the number in front of the D in the PC's starting Language skill (or Knowledge attribute), no matter what the languages are

This number can be increased through RAW. For example, if a PC's starting Language skill is 4D+2, the character could spend 4 of his 5 starting CPs to get two additional fluencies (the cost of raising two specializations from 4D+2 to 5D). Also, a character with a Language skill of 4D or more could allocate a specialization die, making the language have 5D or more and thus be fluent.

As another house rule, the one starting skill die I allow to be broken up into 3 pips or specialization dice, I also allow to be broken up into language fluencies at the cost of one pip or specialization. In this case, they are like the starting language fluencies from the #D in that the character doesn't have a 5D specialization so would have to just roll base Language or Knowledge when needed for special cases. So it would only make sense to do it this way if the character is starting with less than 4D in the Languages skill.
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Savar
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PostPosted: Tue Apr 21, 2015 7:57 am    Post subject: Re: PC Starting Language Fluencies Reply with quote

Whill wrote:
FWIW, I have decided to do away with the 'everyone gets "Basic" for free' aspect of my house rule. Now, the total number of starting Language fluencies a PC starts with is strait equal to the number in front of the D in the PC's starting Language skill (or Knowledge attribute), no matter what the languages are

This number can be increased through RAW. For example, if a PC's starting Language skill is 4D+2, the character could spend 4 of his 5 starting CPs to get two additional fluencies (the cost of raising two specializations from 4D+2 to 5D). Also, a character with a Language skill of 4D or more could allocate a specialization die, making the language have 5D or more and thus be fluent.

As another house rule, the one starting skill die I allow to be broken up into 3 pips or specialization dice, I also allow to be broken up into language fluencies at the cost of one pip or specialization. In this case, they are like the starting language fluencies from the #D in that the character doesn't have a 5D specialization so would have to just roll base Language or Knowledge when needed for special cases. So it would only make sense to do it this way if the character is starting with less than 4D in the Languages skill.


I like that set up.
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