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#1
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Agreed here as well - the language system in 4e seems to have been pretty intentionally left simplified, and the version suffers for it.
I've had my crew be able to speak a smattering of Polish simply from osmosis in the default setting (by Ref fiat), and then linguist allows for additional languages as written. It's not great a great system though, especially when no one happened to get the linguist specialty on character creation. As a result, there are a fair number of Poles that speak English. :| |
#2
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I've been mulling how to deal with languages for the players in my forthcoming campaign as well. I'm considering a three tiered approach to languages:
- 1 rank - speaks a pidgin of the language, can generally make themselves understood, but no nuance and plenty of misunderstandings. -1 penalty for Persuasion checks, -2 for any sort of disguise or subterfuge. - 2 ranks - speaks language well, but with noticeable accent and some malapropisms. -1 penalty if trying to disguise as a native speaker - 3 ranks - equivalent of Linguist specialty, character speaks language like a native. Since I'm also dabbling with some alternate character creation mechanics (around starting equipment), I'm going to roll this fluency into character creation. I hadn't thought about experience points and development, need to roll that around a little more. |
#3
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I like your ranking idea, Claidheamh. It might be worthwhile to make Language its own skill (under the Intelligence attribute), with D through A levels indicating levels of proficiency. This would relegate the Linguist specialty to attempts to pass as a native speaker, but that's pretty much how it's currently written in the rules anyway.
In line with Heffe's reasoning, I've always given PCs at least very rudimentary language skills for whatever campaign setting we're using as a matter of course, as long as the PC has spent more than a few months there before the IG action starts. As I've been thinking about this topic, I remembered a reason besides osmosis to continue this practice. In WW2 (and other 20th century wars, I am sure), US troops were issued with small, basic French phrase books before the D-Day landings. They contained not only touristy words and phrases (e.g. "May I use the bathroom, please?"), but some martial ones as well (e.g. "Where are the German soldiers?"). It stands to reason that the DoD would issue similar Polish phrase books as soon as the fighting moves into Poland*. These would have been issued up to the start of nuclear warfare, at least. PCs could either "buy" this item as part of their starting equipment, or find it during scrounging (something similar could be in the 4e loot tables already). Access to a basic phrase booklet and exposure to / immersion in the local culture would give US troops in Poland (or wherever) for more than a few months would allow for very basic proficiency in Polish. Think of it as the PC being able to use and understand simple phrases that one might find in an average travel guide (e.g. "Where is the bathroom."). So, "translating" these principles into skill levels could look something like this: D- Exposure to local language = beginner (e.g. yes, no, please, thank you) C- "" plus access to store-bought or G.I. phrase book for local language = basic grasp (Excuse me. Where is the library?) B- "" plus immersion in local culture (i.e. frequent practice using local language) = proficient A- all of the above = fluent Linguist [specialty] = fluent and native-like pronunciation *IMHO, it would be perfectly reasonable to extend these suppositions to other national military forces (e.g. the BAEF) or campaign settings (e.g. Sweden). -
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#4
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I think you're on to something with those skill levels, Rae - that feels appropriate and matches the schema of FL's other skills. It's still abstracted, but better represents how learning languages works in real life.
Translated to real life I'd be a D in German (used to be a C), a C in Spanish, and being my native language, I'd have an A and linguist specialty in English. |
#5
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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. Quote:
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#6
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Hah! That's great, Claidheamh. Agreed that it should probably live under EMP somehow.
As a suggestion, perhaps a die roll during character creation in order to determine if other languages are known at level C (or above) and how many, but the die results would vary by nation of origin. For example: American character 1-3: No additional languages 4-5: 1 additional language 6: 2 additional languages German character 1: 1 additional language 2-4: 2 additional languages 5-6: 3 additional languages |
#7
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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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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 07-01-2023 at 02:25 PM. |
#8
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Ursus - I agree that the character creation rules don't deal with school based training realistically (at least as I understand them). I can say that US based language training is pretty crappy unless you live in an area where you need to exist bilingually. |
#9
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Mucked around with character creation some with 2 players who'll be in my upcoming campaign, and I noticed that "Scout" is not available as a specialization in any Military career - it's only available to Police, Criminal, and Intelligence career paths. This seems 'off' to me, I think it should at least be available in the Military : At War path.
Thoughts? |
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