Starting Languages for Demihumans

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
User avatar
Melkor
Ungern
Posts: 75
Joined: Sun Aug 13, 2006 7:00 am

Starting Languages for Demihumans

Post by Melkor »

How do you guys handle starting languages for Demihumans in C&C ?

Do you give them all of the languages listed for their race, allowing them to take extra languages based on their Intelligence bonus ?

Do you only give them their Racial language, then bonus languages from the list in their race description based on Intelligence ?

How do you guys do it ?

Thanks.

Maliki
Lore Drake
Posts: 1523
Joined: Wed May 03, 2006 7:00 am

Post by Maliki »

I give thme their racial language, plus common, and an additional languages based on their intelligence modifier.
_________________
Never throw rocks at a man with a Vorpal Sword!

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Post by Treebore »

I do it the way it says to on page 123 of the PH second printing.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

User avatar
Melkor
Ungern
Posts: 75
Joined: Sun Aug 13, 2006 7:00 am

Post by Melkor »

Treebore wrote:
I do it the way it says to on page 123 of the PH second printing.

Thanks for the page number Treebore - I was only looking at the listing at the beginning of the Racial Descriptions and that was unclear.

I take the text on P.123 to indicate that characters receive all of their listed Racial Languages as well as the 'common' language spoken by the various races throughout the area where the adventure starts.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

Within reason of course. A character with a 3 Intelligence probably doesn't speak the languages... though he would recognize them, and have a very limited vocabulary. Anyone with an average intelligence (8+) should be able to be conversant, though the lower the score the more stunted and broken the speech, with a lack of understanding complex issues as well. Oh, and one other thing: I don't assume characters are literate unless there's a very good reason for it (wizards, clerics, and those with decipher script are the only ones that spring to mind.)

Ghul
Ulthal
Posts: 575
Joined: Fri May 05, 2006 7:00 am

Post by Ghul »

I have submited for consideration an article for The Crusader that tackles language, fluency, and literacy for all races. It is, I believe, a simple and intuitive optional rules set. The Trolls have in their claws; hopefully it will one day find its way into the pages of said mag.

--Ghul

User avatar
DangerDwarf
Maukling
Posts: 5284
Joined: Sat May 27, 2006 7:00 am
Location: East Texas

Post by DangerDwarf »

Maliki wrote:
I give thme their racial language, plus common, and an additional languages based on their intelligence modifier.

Thats how I do it, with the additional languages taken from the list given in their race.

User avatar
Combat_Kyle
Ulthal
Posts: 737
Joined: Mon May 01, 2006 7:00 am
Location: St. Paul, MN
Contact:

Post by Combat_Kyle »

IN my game the demi-humans get all of their listed languages, if their inteligence is below 8, they only understand, not speak other languages (kinda like a wookie in Star Wars). Plus in my campaign world everyone speaks dwarvish as well as common.
_________________
CK the CK
"My goddess touched me at an early age."

-Grikis Valmorgen, Paladin

The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home

User avatar
moriarty777
Renegade Mage
Posts: 3735
Joined: Fri Jul 07, 2006 7:00 am
Location: Montreal, Canada

Post by moriarty777 »

As mentioned... I also go with the races getting their racial as well as common. An Int bonus determines extra languages on top of that.

However, I do occasionally acknowledge an imaginative background and recently granted a human character who was raised by gnomes the racial language as a bonus.

Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"

Partner to Brave Halfling Publishing
http://www.arcanacreations.com
Image

User avatar
Tadhg
Cleric of Zagyg
Posts: 10817
Joined: Mon May 01, 2006 7:00 am
Location: Somewhere in Time

Post by Tadhg »

So far, I follow the book, as we don't deal too much with languages and I haven't given it much further thought.
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

babbage
Hlobane Orc
Posts: 174
Joined: Thu Jul 13, 2006 7:00 am

Post by babbage »

I assign the common tongue (which in my campaign is 'Hrnic'), and if they are demi-human then they also have their native tongue. Beyond that, it's one per intelligence bonus from the list as given to that race.

rabindranath72
Lore Drake
Posts: 1102
Joined: Wed May 17, 2006 7:00 am

Post by rabindranath72 »

I adapted a rule in an old Dragon magazine. The article was quite involved (it was by Len Lakofka, IIRC), but in C&C I resolved it easily:

1) All demihumans get their racial language automatically, plus common if their background warrants it.

2) for the other languages in the race descriptions, I allow them to make an intelligence check (CL0) at character creation for each additional language. If the check succeeds, they learn the language, otherwise not.

3) they can use their int bonus to but other languages, or the ones for which the check failed.

User avatar
Omote
Battle Stag
Posts: 11560
Joined: Wed May 03, 2006 7:00 am
Location: The fairest view in the park, Ohio.
Contact:

Post by Omote »

I also do it right out of the book (page 123 style). If the character has a negative INT mod, then the character loses one language that he would normally be allowed to have.

In my world, there are distint developed languages, beyond racial language types. So the postive INT mod helps with knowning other languages as well.

.........................................Omote

FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<

Dristram
Ulthal
Posts: 609
Joined: Wed May 31, 2006 7:00 am

Post by Dristram »

Here's my "me too" post. I also allow all languages for the race and then give an additional one per Int. mod. I figure the non-humans have been around longer and are raised with the idea of having to know more languages. Sort of like how Europeans generally know more languages than Americans.

Post Reply