D&D General Languages suck in D&D.

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Core D&D has 16 languages. And they all suck except MAYBE one.

That's not to say that it 'sucks' to speak a specific given language or whatever. Or that people speaking Goblin being incapable of communicating with people who don't speak Goblin is somehow unrealistic.

I'm saying that, as a concept, the languages that are provided are terrible and provide an image of cultural monoliths and narrative identity-stripping to a ridiculous degree. Sincerely just awful.

Essentially: Every "Race" gets its own language. And every "Race" that you add gets to speak it's own unique special snowflake language which further dilutes all understanding to being Common and nothing else. Common, as a result, is the language that everything in the entire game gets communicated in, unless the party's elves want to talk trash about the dwarf in the bar without anyone overhearing them.

... which is a valid use of other languages, of course, but the point is most languages are rendered utterly moot.

It also means that every Goblin speaks the same language everywhere in the world. Every Bugbear, Hobgoblin, and Goblin from the Moonshae Isles to the ass-end of Kara Tur speaks Goblin in the exact same way... Though depending on your DM they might speak it with one of several offensive accent caricatures.

Goblins in the Underdark? Goblin. Goblins on the mountaintops? Goblin. Goblins isolated to a fast-time demiplane for 10,000 years with a hyper-evolved society and space-fantasy technology? Goblin.

Meanwhile, in the -REAL WORLD-, people on the "Wrong Side" of the Alps spoke such a different language the Romans called them barbarians to insult the mealy-mouthed pronunciation of their 'Bar Bar Bar Bar' language.

Hell, even the countries conquered by Rome, that once all spoke Latin because it was -THE- language to speak, now mostly speak new languages that are still based -on- Latin... But don't make sense to each other. Don't believe me? Go to Spain and speak Italian, exclusively, while telling everyone you're speaking the Roman tongue and they should understand you!

Okay, don't do that. But you know what I mean. Even though French, Italian, Portuguese, Romanian, and Spanish are all "Romance Languages" based on Latin they've all evolved in very different ways due to native cultural languages, neighboring languages, and conquests.

And it's not like Pathfinder is -much- different in that regard. Oh, sure, they add a ton of different human languages to go along with 'Common'... But then they keep all the other Race languages and add in some fresh ones like Vanaran and Sahaugin and Rougarou and...

Like come the hell on, Golarion, you -almost- had it and then you biffed the landing!

So what's the one maybe good language? Undercommon. Because even though it, like common, is an insane trade language, it almost makes sense because it is, itself, a regional language. The region is Underdark.

Regional languages make infinitely more sense for a story purpose. If you absolutely HAVE to have at least ONE racial language, make it Elven to show they're a united people for all their disparities... united in being old and unwilling to adapt their language based on the cultures and languages around themselves.

But imagine a setting where there are, maybe, 6 languages to choose from for the area you're in. Your character's heritage as an elf or a halfling doesn't really play into which of those 6 you know, but one is the most common, like English in England, but there's still Gaelic, Scots, and Welsh about, the nobles speak French, and the Germans are a potential threat. Way easier to pick languages that make sense for your character in relation to the setting, and even if there's only a handful of pieces of German in the entire game it'll still be more useful than freaking Rougarou...

Corollary: Thieves Cant is trash. It's meant to simulate Cockney rhyming slang being used to confuse cops and stuff, but adding in a universal "Thief" language doesn't make any more sense when your thieves from opposite ends of the world can communicate without any issue.

TLDR
Racial languages, which D&D runs on as a foundational principle, suck. Regional Languages are way better.
 
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Agree 100%.

Further I can confidently say I've agreed with this position for 35 years! Because the first D&D setting I really got was Taladas, which had a primarily regional/cultural language-based system, and even simple rules for how knowing one language let you have some fluency in related languages. Here's a picture of the diagram:

1741381228484.png

As you can see it's not even complicated! One page!

The actual "rules" are basically that each "dot" means 10% less fluency, and you just use this as a guide for RP, it's not hard-and-fast. There's no Common language in Taladas either (though Auric is pretty well-positioned to give you limited fluency in a lot of languages). And the way the Kits are set up, you're very likely to know a language or two that's from the same region/culture (all the cultures in this setting are regional - none are divorced from locality).

Honestly, ever since then, 1990, I guess, I've thought every D&D setting and indeed most fantasy RPGs should have the same. It's not even a hard thing to do!
 


I mostly agree, though species-based languages are sometimes a handy make-things-simpler tool.

The trick - though more work for the DM - is to add dialects to species-based languages that are different enough to qualify as laugnages of their own. Could be regional, could be societal, could be tribal, whatever; but Orcs (for example) might have several or even many regional or tribal dialects while Hobgoblins all speak exactly the same language because that's what their ultra-lawful society dictates.

EDIT to add: a species' deities might have a say (pun intended!) here too, in keeping language consistent within a species or culture or whatever.

It also depends on how common and-or widespread a given species is in one's setting. If there's very few Gnomes, for example, and they all live roughly in one area then it's reasonable to think all they'll have is Gnomish. Also, if there's lots of interchange between otherwise-separated populations (e.g. two Dwarven strongholds half a continent apart) there's more likelihood of language similarity than if those populations remain isolated.

And Humans, mirroring our real world, should have loads of different languages.

Though the players might find it annoying, the best way of reflecting this in-game is to not force all PCs to know Common and have number of languages known be a (slightly randomized) feature of Intelligence, meaning a low-Int character might know its native tongue (which Common cannot be) and that's it.
 


Agree 100%.

Further I can confidently say I've agreed with this position for 35 years! Because the first D&D setting I really got was Taladas, which had a primarily regional/cultural language-based system, and even simple rules for how knowing one language let you have some fluency in related languages. Here's a picture of the diagram:

View attachment 398967
As you can see it's not even complicated! One page!

The actual "rules" are basically that each "dot" means 10% less fluency, and you just use this as a guide for RP, it's not hard-and-fast. There's no Common language in Taladas either (though Auric is pretty well-positioned to give you limited fluency in a lot of languages). And the way the Kits are set up, you're very likely to know a language or two that's from the same region/culture (all the cultures in this setting are regional - none are divorced from locality).

Honestly, ever since then, 1990, I guess, I've thought every D&D setting and indeed most fantasy RPGs should have the same. It's not even a hard thing to do!
That's an amazing diagram! I've long struggled with how to do just this sort of thing when dealing with how game languages relate, and this approach is a beautiful way to summarize it.
Thanks for sharing!
 

I'm saying that, as a concept, the languages that are provided are terrible and provide an image of cultural monoliths and narrative identity-stripping to a ridiculous degree. Sincerely just awful.
You're not wrong, but when it comes to actually playing the game how does this affect a campaign? And I'm not being dismissive here, I've tried incorporating language into D&D in a meaningful manner but it's never quite worked so well. This is the reason the universal translator exists in Star Trek. I don't want to spend a whole lot of time not being able to have NPCs and PCs communicate, I want to play the game.

But imagine a setting where there are, maybe, 6 languages to choose from for the area you're in. Your character's heritage as an elf or a halfling doesn't really play into which of those 6 you know, but one is the most common, like English in England, but there's still Gaelic, Scots, and Welsh about, the nobles speak French, and the Germans are a potential threat.
Try Conan from Modiphius. Every area has its own language, so it's entirely possible for a group of player characters not to speak a common tongue. Given that Howard's original Conan was a polyglot, this usually isn't a problem no matter where he is, but it doesn't work so well in an RPG. There's a trait you can give a character giving them the ability to speak some sort of trade language no matter where they are, but if you're going to give that to the PCs then what difference does language really matter?
 

I remember when D&D had alignment languages. If you were Lawful, for instance, you knew Lawful and could talk to any Lawful creature because of it. That was basic D&D I believe but I think (It has 35 years...) that alignment languages were in 1st edition AD&D as well. No one ever used them though as they were a very silly idea.
They also had thieves' cant, and a language for druid.

yeah, languages have always been wonky in D&D. When I did GEAS this year, this is how I handled it. Not saying it's perfect, but it made better sense for me.

1741383649007.png
 

They can't have regional languages in the core books, it's too campaign specific, and they've rarely mattered in game since everyone is assumed to speak "Common" for some reason. No universal translator or things like translator microbes exist either even if they probably should exist especially with all that magic out there. Even though the core books now just says that "Common" is a language was spread from Sigil to the rest of the multiverse.
 

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