
Squirrelloid |
Ok, an elven wizard will quite likely be getting 5 bonus languages. The elf section lists 6, many of which are not very wizardly. The list is clearly insufficiently large to offer any real choice for high-int characters.
Should classes also open up some bonus language options for starting characters. I mean, Celestial, Abyssal, Elemental, and Infernal would all be great wizard languages for dealing with summoned creatures, and are things a starting wizard (or cleric) should be able to know irrespective of race. Or perhaps make a general 'anyone can select these as bonus languages' section.
Further, halflings get Abyssal on their list for some totally unknowable reason. Really? If elves (who are the pre-eminent wizards, in theory) don't get access to it, why should halflings?
I'm honestly not sure why there are restricted lists for bonus languages anyway. I know, we've had it since 1st edition. But why not just let anyone choose any language - the mechanics as they exist now are generally ignored and can only get in the way of fun. They contribute nothing positive at all.

Mistwalker |

I too normally ignore the mandatory bonus language selection.
I find it get's in the way of creating characters that fit into the game world.
If you are an elf based in Qadira, why would you not know the local languages? How about an elf that is in the Crimson Throne Campaign setting, goes to the magic school in Korvosa, are they not allowed to learn Infernal or Abyssal?
Apparently from the description in the campaign setting, not everyone speaks common. I like that bit, makes it feel more "real" for characters not to automatically be able to speak to everyone.
I will suggest that they be changed from mandatory languages, to often selected languages. This keeps backwards compatibility in place, but allows players to have their characters properly fit in.

minkscooter |

I couldn't find a list of all the languages in one place. Looking at all races and classes, I counted 15 distinct languages including Druidic. If I missed it could someone point out where the list is? It's hard to talk about universally available languages when you can't see what's available.
It always bothered me that you either know a language or you don't. What if you set the comprehension DC at something like 25? Each time you "learn" a language, you add d20+(Int mod) to your skill modifier in that language (or 2d6 for less random improvement). Once your skill modifier equals the comprehension DC, you are considered fluent and no longer need to track your skill level in that language. To achieve fluency, you can "learn" a language more than once. Alternatively, each time you apply a skill point to Linguistics, you distribute 2d6+(Int mod) however you like among a) the languages you already know, and b) up to one new language. This makes the Linguistics skill more compelling and offers new role-playing possibilities, especially when comprehension failure leads to false conclusions. As it stand now, it's too easy for a character to learn (perfectly) all the languages available (universally or otherwise), which isn't very interesting.