magnusdeus123 |
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What do you guys think about this:
Learning Languages:
-Learning additional languages is not automatic. Character must spend time immersed in target language to acquire fluency.
-Common is not a language by itself, but a pidgin. You have to have a mother tongue.
-Max. languages = INT modifier;
Levels of fluency:
Rank 0: Common; -3 to Diplomacy & Bluff;
-Requirements: None
Rank 1: Elementary; -1 to Diplomacy & Bluff;
-Requirements: 5 hours of study
Rank 2: Intermediate; +1 to Intimidate, Diplomacy & Bluff;
-Requirements: 2 days of study (20 hours total)
Rank 3: Fluent; +3 to Intimidate, Diplomacy & Bluff;
-Requirements: 5 days of study (50 hours total)
Rank 4: Master; +5 to Intimidate, Diplomacy & Bluff;
-Requirements: 20 days of study (200 hours total)
Detect Magic |
I'd suggest an Int check required after a sufficient period of exposure (1 week might do the trick; if a character fails, they can attempt again after another week). Perhaps the DC could be determined by the complexity of the language (10 for simple languages; 15 for more intricate languages; 20 for very intricate languages). You could provide circumstantial bonuses on the check if the character speaks a similar language (one that shares an etymological root).
magnusdeus123 |
I'd suggest an Int check required after a sufficient period of exposure (1 week might do the trick; if a character fails, they can attempt again after another week). Perhaps the DC could be determined by the complexity of the language (10 for simple languages; 15 for more intricate languages; 20 for very intricate languages). You could provide circumstantial bonuses on the check if the character speaks a similar language (one that shares an etymological root).
I was actually including all sort of features and aspects such as the one you suggested and then I realized that making it too complicated won't help at all. The players will just get used to playing with a penalized and defeated sense of using Diplomacy and Bluff.
Arguably, I'd like to make it simpler.