The monk halts mid-step and tilts her head. Yes, those are voices! She silently drops down next to the sarcophagus and presses her ear to the granite floor. There must be some sort of chamber below!
"Everything is falling into place," a sinister voice echoes from below. "That earthquake will have awakened the Unconquered Bull."
"The people will also take it as a sign of divine disfavour. Their faith in the Emperor will be shaken. We need only push, and he will fall," a deeper voice responded.
"Yes, soon the People of the Bull will topple this decadent society and usher in a reign of blood and fire! We must return to the capital and complete the rituals."
"Indeed. It is best we move as far from the coast as possible; the tidal wave will come shortly."
The monk sits up, puzzled. She pulls out her Hyksaean-Zhengi phrasebook and flips through the pages with a practiced hand. "I wish I knew what they were saying."
Language is key to how we interact with and interpret the world. As such, it naturally comes up a lot while roleplaying as well. The character from a distant land. The ancient inscription above the doorway. The conversation overheard between hobgoblin guards. Yet the rules for learning, speaking, and reading languages are surprisingly slim in the d20 and PFRPG systems.
This sort of thing bugs me, so I came up with a new set of rules that govern how a character learns and uses languages. It works fine if your approach to languages is as simple as "Common, Dwarven, Elvish, Orcish, etc." but it also includes optional rules for those GMs who want to lend some realism to their campaign settings by including regional languages and language families (Try going to Latvia and see how far speaking "Common" gets you). So if you are looking for a more comprehensive rule set for languages in your campaign, look no further. Actually, look a little further; the rules are below.
The following gold text and its associated tables are available as Open Game Content under the OGL. Open Game Content is (C)2014 Jonah Bomgaars.
Linguistics Skill
Checks
Task
|
DC
|
Decipher incomplete message
|
10
|
Decipher unknown script
|
20
|
Understand unknown spoken language
|
30
|
Carry on conversation in unknown spoken language
|
40
|
Decipher
incomplete message
Deciphering an incomplete message in a language that you
know requires a DC 10 Linguistics check.
This can either be a snippet of an overheard sentence or writing that
has been damaged or partially erased in some way. The DC may increase (per the GM's discretion)
depending on how incomplete the message is.
Failure means
you are unable to understand the message, and cannot try again until you gain
more points in the Linguistics skill, some level of competency in the language
in question, or a new clue that would help you decipher it. Failure also triggers a DC 5 Wisdom check
(modified based on Table: Related
Languages and Skill Check Bonuses) to see if you draw a false conclusion
about the message.
Action: full-round action (plus an
additional round for every 5 by which the DC is increased due to extreme
incompleteness).
Decipher unknown
script
Reading a simple message written in an unknown language
requires a DC 20 Linguistics check. The
DC becomes higher based on the difficulty of the text in question.
Text Difficulty
|
DC Modifier
|
Simple message
|
+0
|
Standard text
|
+5
|
Obtuse or complex text
|
+10
|
Unfamiliar alphabet
|
+10
|
Message incomplete
|
+5
|
A successful
check means you get the general idea of what the piece of writing says. Exceeding the DC by 5 or more means you can
make an exact translation of the text.
Every additional page of texts requires a new check.
Failure means
you are unable to understand the text, and cannot try again until you gain more
points in the Linguistics skill, some level of competency in the language in
question, or a new clue that would help you decipher it. Failure also triggers a DC 5 Wisdom check
(modified based on Table: Related
Languages and Skill Check Bonuses) to see if you draw a false conclusion
about the text.
Action: Deciphering unknown script takes
five minutes (50 full rounds) plus an additional five minutes for every 5 by
which the DC is increased due to difficulty, minus one minute for every point
by which you exceed the DC (minimum 1 minute).
Understand unknown
spoken language
Translating spoken language is more difficult than
written language because you must translate it instantaneously. The DC becomes higher based on the complexity
of the ideas being communicated or the difficulty of hearing the spoken
language in general.
The complexity
of the ideas is up to the GM, but general examples include:
Simple ideas: "The king is secretly
a vampire." "War will be
devastating."
Standard ideas: "Did you hear about
the King? I heard from Greg down by the docks that he's a vampire!" "A war between our city and the kingdom
beyond the mountains will be devastating not only for our harvest, but our way
of life."
Complex ideas: "I heard it through
the grapevine that our beloved monarch has contracted Porphyric
Hemophilia. Are we to be governed by one
who is now counted among the ranks of the undead?" "The very concept of war is a difficult
one. Do we accept the stated
socio-political motivations of the actors as handed down to us from their
boot-licking mouthpieces, or do we recognize the inherent - perhaps unconscious
- need to hide true motivations behind self-aggrandizing justification and
moralization that plays to the lowest common denominator? My objections are threefold…"
Difficulty
|
DC Modifier
|
Simple ideas
|
+0
|
Standard ideas
|
+5
|
Complex ideas
|
+10
|
Conversation
|
+5
|
Rapid speaking
|
+5
|
Muffled
|
+5
|
Drowned out
|
+10
|
Conversation is
more difficult than direct speech because of the number of participants. Rapid speaking is more difficult because it
gives less time for the listener to translate, and obscures the separations
between words.
Speech could be
muffled by distance, a separating wall, hearing it while underwater, or being
whispered. Speech could be drowned out
by loud noises or many other simultaneous conversations.
A successful
check means you get the general idea of the speech. Exceeding the DC by 5 or more means you can
make an exact translation of the speech.
Every additional round of speech requires a new check.
Failure means
you are unable to understand the speech, and cannot try again until you gain
more points in the Linguistics skill, some level of competency in the language
in question, or a new clue that would help you decipher it. Failure also triggers a DC 5 Wisdom check
(modified based on Table: Related
Languages and Skill Check Bonuses) to see if you draw a false conclusion
about the speech.
Action: Understanding unknown spoken
language is a free action, though it can be remembered up to a minute later
with a DC 10 Intelligence check (modified based on difficulty according to the
above table), to be translated as a full-round action at the same DC by you or
anyone you choose to relate it to.
Bluff Skill Checks
Pretending to be one step more competent in a language
than you actually are requires a DC 15 Bluff check, plus another 5 for every
step beyond that. It is opposed by the
listener's Sense Motive check. The
listener gets a +2 bonus to his Sense Motive for every step of competency he is
above you, and a -2 penalty for ever step he is below you.
Faking an accent or a dialect of a language that you know
requires a DC 10 Bluff check. Listeners
who are familiar with that particular accent (or dialect), or speak it
themselves gain a +5 bonus to detect your deception.
Languages
Competency
A character can achieve various levels of competency in
any given language.
Your competency with a given language affects your
Diplomacy and Bluff skill checks made in that language.
Table: Competency
and Language-Based Skill Checks
Competency
|
Unknown
|
Broken
|
Conversational
|
Fluent
|
Mastery
|
DC modifier
|
+10
|
+4
|
+2
|
+0
|
-2
|
Broken
language allows you to perform the most rudimentary language-based tasks,
including buying and selling items at a shop, asking for directions, or conversing
about simple topics. It is apparent to
everyone that you are unskilled in the language, but at least you can speak and
understand enough to get by.
Conversational
language skills allow you to speak relatively freely on many subjects, and even
communicate and understand more complex ideas with effort. You can converse with ease, get the gist of
plays and songs, paraphrase, overhear conversations, do business, and describe
things accurately and in detail. Your
accent, limited vocabulary, and strange turns of phrase still give you away as
an outsider.
Fluent skill
allows you to speak a language as well as any given native speaker. You can understand all but the most technical
jargon and the more removed dialects.
Mastery of a
language means you have an incredible grasp of the subtle nuances of a language
and can be far more eloquent and verbose than most native speakers. Your vocabulary is seemingly limitless, and
you can understand and speak all dialects of the language.
Reading and
Writing
The ability to read and write a language (even your
native tongue) is not automatic. You
gain the ability to read and write by spending one Language Point. You can read and write that language at the
same competency level that you can speak it.
If you gain further competency in that language, you can read and write
at the new competency level automatically at no extra cost.
If a language
has multiple alternative writing systems, it takes one Language Point to learn
each alphabet. For example, the Japanese
language has four 'alphabets': kanji, hiragana, katakana, and romanji. Kanji, hiragana, and katakana together form
the main writing system, so it takes one Language Point to know all three of
them; romanji is an alternative writing system that uses the Latin alphabet,
and would take another Language Point to learn.
Optional rule - Character
systems: Some writing systems are harder to learn than others. While letters in an alphabet represent a
single sound and letters in a syllabary represent a single syllable, characters
- such as those used in Chinese languages - each represent one or more ideas which
can change based on context or subtle nuances.
Such a writing system can contain hundreds or even thousands of
different characters. In such cases,
learning how to read and write is like learning a whole other language; each
Language Point you put into reading and writing characters increases your
competency in doing so, and you cannot increase your competency in reading and
writing the language beyond your competency in speaking it.
Table:
Intelligence and Language Competency
Competency
|
Broken
|
Conversational
|
Fluent
|
Mastery
|
Read/Write1
|
Minimum Int
|
3
|
5
|
7
|
16
|
7
|
1The ability to read and write even your native language
is not guaranteed by having sufficient Intelligence; you must buy that ability
separately.
Native Languages
The languages a character begins play with (from their
race and/or class) are considered their native languages, and that character
has competency with that language as determined by his intelligence score (see Table: Intelligence and Language Competency). Whenever the Intelligence score is
permanently or temporarily raised or lowered, that character's language
competency in his native languages is affected accordingly.
Note: although
lowered intelligence may temporarily reduce a character's competency in a
learned language, raised intelligence does not automatically grant a higher
level of competency - merely the capacity to gain such competency through the
normal means.
Language Points
Each rank of competency in language is purchased with
language points. These are similar to
skill points in many respects. There are
three main ways of earning language points: Intelligence, Linguistics, and hard
work.
At the start of
the game, you gain a number of Language Points equal to twice your Intelligence
modifier (minimum 0) to spend on languages.
Languages learned in this way do not count as native languages.
Every skill
point spent in Linguistics gives you a Language Point, reflecting the inherent
connection between understanding many languages and understanding how language
works in general.
Additionally, a
GM who feels that your character has given sufficient study to a particular
language may reward your character with a Language Point to spend on improving
your competency with that language. It
is recommended that the GM give out no more than one such Language Point per
level.
Related Languages
and Alphabets (Optional Rule)
Those who speak
a language from a particular family of languages have an easier time
deciphering other languages in that family.
Languages families contain languages that have evolved from a common
root sometime in the last millennium or so and which have remained relatively
close together. A real world example is
the Romance Languages (Spanish, Italian, French, Romanian, Portuguese, and
others), which all evolved from Latin. A
speaker of Italian would have a bonus on Linguistics checks made to decipher
Spanish or Latin. Geographic proximity
might change that bonus (Spanish speakers would have an easier time
understanding Portuguese than Romanian), as might frequent historic contact
(one country ruling over another for an extended time might result in
linguistic mixing). At the same time, a
language that has been subjected to linguistic mixing from outside its own
language family might be harder for a speaker of another language in that
family to understand (for example, French has been subject to linguistic mixing
by the Germanic Franks, and might therefore be slightly harder for an Italian
speaker to understand, but slightly easier for a German speaker to understand).
While trying to
decipher written script, it helps to know the alphabet. Without knowing the alphabet, even a closely
related language is difficult to interpret, but more distantly related
languages that share an alphabet might be easier to read. For instance, Serbian and Croatian are
mutually intelligible dialects of the same language, but Serbian uses the Cyrillic
alphabet while Croatian uses the Gaj-Latin alphabet, so while Serbs and Croats
can understand each other perfectly well on the street, a speaker of the
more-distantly related Russian language might have an easier time reading
Serbian than a Croatian unfamiliar with the Cyrillic alphabet would.
Obviously, these
optional rules can only apply if your GM has put this much linguistic detail
into the campaign setting.
When attempting to understand or decipher a language you
do not know, you can gain bonuses to your Linguistics skill check based on that
language's relationship to the closest related language that you know (referred
to as the starting language).
The language you
are trying to decipher can be:
Closely related - This is a language that is very similar to the
starting language. They are in the same
family and are spoken in regions that are geographically or historically close,
or it is a version of the starting language that is less than 500 years old. This also applies to less standard dialects
of the starting language.
Real-world examples: Spanish to Portuguese,
English to Middle English, French to Cajun
Related language with outside mixing - This
language is in the same language family as the starting language, but has
experienced linguistic mixing with another outside language (often the result
of close relations or conquest).
Real-world example: Spanish to French
(Spanish has Arabic mixing, French has German mixing)
Distantly related - This language is in
the same language family as the starting language, but removed by time and
geography, or it is an ancient version of the starting language 500-1000 years
old.
Real-world examples: Serbian to Russian, English
to Old English
Unrelated language with mixing - This
language comes from outside the starting language's family, but has experienced
linguistic mixing with the starting language or a language closely related to
the starting language.
Real-world examples: Japanese to Chinese,
German to Polish, Arabic to Urdu
When attempting to decipher written script, these bonuses
only apply when you know the alphabet the script is written in. If you do not know the alphabet, you suffer a
-10 penalty.
Special Languages
Some languages are special cases, in that they can only
be mastered up to a certain point, have no vocal components, or cannot be
spoken by human tongues.
Unwritten languages: Some languages do
not have a writing system. By spending a Language Point to learn how to
read and write the language, you are creating a writing system for that
language for your own personal use.
Hand signs: A system of hand signing to communicate
commands or simple ideas beyond what one can express with simple hand
waves. Many organizations - such as
mercenary companies, thieves' guilds, and adventuring parties - have a
vocabulary of unique hand signs of their own devising that let them communicate
in situations where stealth and secrecy are required. Learning such a skill requires one Language
Point and instruction from one who already knows it (or careful, extended
observation of the hand signals in action).
There is no competency beyond "Broken".
Sign language: Beyond simple hand signs,
a sign language employed by a deaf and/or mute community is a language in its
own right. It can be learned like any
other language, with any level of competency.
Lip-reading: By spending a Language
Point, you can learn to read lips. This
applies to one language at any competency level, like reading and writing (see Reading and Writing above). Lip-reading may require Perception checks
under less-than-favorable circumstances.
Beast language: Although understanding
and communicating with most animals requires magic, some very intelligent
animal species (such as crows, chimpanzees, dolphins, and reef squid) actually
have their own rudimentary linguistic forms of communication that can be understood
by those who take the time to study them.
One can never obtain more than "Broken" competency in such
languages. Spending two Language Points
grants you the ability to understand the beast language (and "speak"
it in the unlikely event that is physiologically possible, per the GM's
discretion). One must have a minimum of
five skill ranks in Knowledge (nature) to learn a beast language, and have
familiarity with the species in question.
Compatibility
Abilities: Any special abilities that
grant additional languages (such as the Guileful Polyglot rogue talent) instead grant two Language Points for every one
language it would have otherwise granted.
The tengu's Gifted Linguist
racial ability grants it 2 Language Points per rank advanced in the Linguistics
skill (instead of 2 additional languages, as the ability is written).
Racial Bonus Languages: The list of
languages that a character of a race can choose from for bonus languages should
be ignored completely when using these rules for languages and
linguistics. Any member of any race can
learn any language if they spend the Language Points to do so.
Spells:
·
Spells that allow you to communicate with things
that do not have a language, such as speak with plants and speak with animals,
allow you to communicate with them with fluent competency.
·
Speak with dead specifically states that the corpse only knows the languages it knew
in life.
·
Share language allows the caster to share one or more languages with other
characters at the caster's competency level, regardless of the Intelligence
score of the target creatures.
·
Comprehend languages allows you to understand the literal meaning of any spoken or
written language, regardless of your competency level or the competency level
of the speaker or writer. This even
allows you to understand languages you know at higher competency levels than
you have in them.
·
Tongues
- the level of language competency is determined by the target's Intelligence.
· Decipher (Language) already says, "The
target can read that language as if fluent in it", so perfect.
· Translate (language) allows the target to read,
write, speak, and understand a language at a fluent level.
I am currently reworking my Improved Character Sheet to version 2.0 [ed: now version 3.0!], which will incorporate a number of changes including a section for using these language rules. It will look something like this:
(c) Jonah Bomgaars |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I believe these rules will provide a framework for more interesting and realistic language use in your campaign. No longer will a character be able to put a skill point in Linguistics and instantly become fluent in a language he had no previous knowledge of. These rules encourage both players and the GM to think about language and the way that characters interact with the world. They will foster more conscious roleplaying from players and more realistic and thought-out campaign settings from GMs.
-your fricative d20 despot
I think in the table: Intelligence and Language Competency, Read/Write should have a minimum Intelligence of either 5 or 7. It doesn't make sense That a person smart enough to speak a language conversationally isn't smart enough to read or write it. Besides, in the real world, even really stupid people can learn to read or write. Maybe make it so that characters with an intelligence lower than 7 have to spend more language points to learn to read/write a new language?
ReplyDeleteThat's a good point. When I did that, I was trying to simulate how uncommon literacy would be in a pseudo-Medieval setting, but I suppose I already covered that by making characters have to spend an extra Language Point to get it. I'll lower it to 7 for now.
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