Quote:
Originally Posted by Claidheamh
I'm hesitant to add a new formal skill into the 4e system, since it disrupts the simplicity of the 12 skills in the RaW, and new skill ranks are handed out pretty carefully in the rules.
If you're going with languages as a new skill, I'd put it under EMP, since that seems to be where all interpersonal skills live.
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I understand your hesitation re adding a new skill. Maybe we should consider a simpler alternative than adding new mechanics. How about sticking to the rules and just rolling against EMP? It's already SOP in 4e (from p. 44 in the PM: "If you don’t have a level in the skill you’re using, just roll one for the attribute."), so nothing new there. Without a language skill (which doesn't exist in the base rules), a PC would
only be rolling the attribute die, so there'd be less chance of success than rolling a pair of dice (1 for attribute + 1 for skill). The slight tweak is this: the Ref can add or subtract multipliers based on the circumstances (which is already a feature of the base rules). For example:
1.) The NPC has a strong regional accent? That's -1.
2.) The NPC uses complex technical jargon? That's -1.
3.) For both of the above, it would be -2.)
4.) The NPC speaks slowly and uses small words? That's +1.
etc.
This would add a little realism without really complicating the rules, as written. Every PC can at least attempt to communicate in another language (based on their EMP score alone). PCs with higher EMP would have a better chance of making themselves understood. Circumstances could make attempts at communicating in another language easier or more difficult, depending on various helpful or complicating factors. It's still abstract, but a little more nuanced this way.
Thoughts?
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