D&D General Languages suck in D&D.

Because language in D&D sucks.

Both mechanically and narratively. And it's one more lingering thread to the idea that races are monolithic and biologically dedicated to a specific identity.

Language in D&D and any TTRPG which has language is going to be a core element of a given setting. And due to the mandates of the core system, it's going to be "Common+Race", regardless of the setting.

Much like how 5e declared the "Weave" was just how magic worked everywhere forever. Which is great for Faerun and nonsensical for Athas.

As far as WotC doing it's own thing and us going our own way: Yeah, that's what's going to happen 99 times out of 100. But we'd be fools to not recognize that the TTRPG impact of any 3rd Party publisher is going to be absolutely dwarfed by the 600lbs gorilla that is D&D.

Let's say, for the sake of argument, I make a supplement which includes my language setup as a "5e Compatible" book. And it sells a MILLION copies. That would be huge beyond words.

Now how many 3rd party publishers are going to use that system in their own 3rd party works? Will Green Ronin's next campaign setting use Steampunkette's Language system, thus promoting my book and essentially requiring that anyone who wants to use Green Ronin's new campaign setting buy my book in addition to the PHB/DMG/MM from WotC?

Hell no. That's not how 3rd party production works. Green Ronin -could- make their own slightly different language system, sure. Or they could just leave languages like they work in the PHB and not bother with it.

One of those things costs a tiny bit of money. One of those things costs no money.

So yeah. If WotC doesn't do it in some future PHB, it won't get changed. No matter how big an impact any 3rd party publisher makes. Y'all're wildly overestimating the impact of 3rd party publishers on the cultural zeitgeist.
I'm not overestimating anything. I'm saying what WotC decides to do doesn't have to impact our games, and they're IMO extremely unlikely to change course on these concerns in a direction either you or I would like, so I guess I just don't see the point in pushing on the issue. We just have no influence on the megacorp.
 

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I'm not overestimating anything. I'm saying what WotC decides to do doesn't have to impact our games, and they're IMO extremely unlikely to change course on these concerns in a direction either you or I would like, so I guess I just don't see the point in pushing on the issue. We just have no influence on the megacorp.
Oh, for sure.

I don't anticipate WotC will EVER change how languages function.

I just had a thing I thought of to share, and shared it. And got challenged, and responded. Y'know. General discourse.
 

Because if they're not in the best-selling book 95+% of the playerbase will never see them.

Keep in mind that we (as in nearly everyone in this forum) are quite unusual in the hobby in that we a) know and-or care that 3pp stuff even exists and b) are willing to look at any of it.
Forgive my bluntness but...sure, but so what? 3pp don't get a lot of exposure, but they get some, and to me insisting that WotC make changes feels a lot like tilting at windmills. They only follow profit, unfortunately, and these incredibly cool and exciting ideas will not IMO make them appreciably more money (although I agree it won't lose them any either). This is why I stopped buying WotC stuff. The stuff they want to make is not stuff I want to buy.
 

Just joining in after I got through the previous pages.

I think there is another reason languages are not given a lot of work for a better system by wotc is language does not come up in a way that matters in most stories that designers / DMs /or players consume.

Language, not counting the “common”, in media are at most mentioned to exist but it really matters. How often in popular fantasy and sci-fi novels, or in video games or movies does it come up that a language barrier might exist? If multiple languages come up tends to be in a few ways:
  • is actively spoken it is used as window dressing, protagonist comes into city and hears other languages telling the reader what other nations / peoples exist. I have never seen it (that I can recall) where the character has any issues communicating with who they meet due to language barrier. ( Star Wars, LOTR, Malazan, Conan, Forgotten Realms Novels (that i have read), among others fit here)
  • It’s the ancient language: (Wheel of Time fits here as do many stories where the ancient past matters)
  • The work is deliberately about languages (some are first contact (and many of the first contact stories do not care about the language barrier): if not first contact these are rare
 

Language in D&D is just a key to a gate or oil for a door hinge. That's how most DMs and designers run it.

Making Language a lot better requires stepping on more sacred cows and forcing people to care about additional subsystems and most fans don't care enough.

In media, knowledge of a specific language is always conveniently in the characters' favor. You'd have to delve deep into language as a conflict to make it not an annoyance to the general public.
 

Comprehend languages in 5e is a first level ritual spell. That means if you have it prepared you can cast it with a 10 minute casting time without expending a slot. And if you are a wizard you can do that out of your spellbook without preparing it. And it lasts 1 hour.

It however does not let you talk to anyone, just understand.
In my game it's a normal spell that uses a 1st level slot, duration is only 2.5 minutes per level, but it allows 2-way spoken communication as long as the caster and target maintain physical contact. The other one that gets used is Tongues, but (depending on who's casting it) thats's 3rd or 4th level. Tongues only lasts 10 minutes but it's area-effect: caster can understand anything said within 30 feet (assuming it's said loudly enough for caster to hear, of course) and everyone in that area can understand caster.

Hardly surprising that 5e has made CL both easier to cast and last longer. :)
 

How does this play out at the table? And do your parties have access to magic to translate? If so, is it a limited resource? Do languages become a puzzle to solve or a road block? Or just another McGuffin to go seek?
One or two characters do have comprehend languages, but it's a limited resource.

How it has appeared in play:
-A character who otherwise wouldn't be the party spokesperson takes the role in a village where they are the only one who speaks the native language. It is assumed they are translating for the party, and other players simplify in-character conversations they are expecting to get passed to an NPC. Other characters can still talk with the few NPCs who speak Common.
-When the party has been planning to spend time in lands where high Common (Imperial) isn't the native tongue (Keoland on Oerth was one), they've taken time to get tutors to teach them the language so they could communicate better.
-When the party ended up in Tanaroa on the Isle of Dread, they basically muddled by with the friendly villagers, using an occasional comprehend languages when it was important, until they had picked up enough of the language to communicate. Now that they know that rare language, they can use it as a secret language they can be pretty sure most people they might run across just about anywhere won't be able to understand.
-One of the fun elements is figuring out that a language one of them might know (or be familiar with) from their home world, also exists under another name on other worlds.

So far, languages have been more of an immersion element than a puzzle or road block. I could imagine finding old writings in ancient tombs being interesting, but the warlock in the party has the invocation that says "You can read all languages" so that particular usage is unlikely to come up in the main campaign. It likely will come up in another campaign though.

One player has a very "lore master" focused bard (he only uses musical instruments as a spellcasting focus), and he intends to eventually take an epic boon to know all languages. In the mean time, his PC and one other are the two that are really interested in learning languages as we go along, just so they will know them and have that faculty available, while the rest of the group really only bothers when the whole party needs to spend time to learn a language.
 

Which means, yes, it's -just- a matter of how many words they're willing to pay someone to write. 800, 2,000, whatever the count is.
Ok, but obviously its not since they haven't done so.
This is not a big "Business Decision" where the couple hundred bucks to pay a writer to write a small section of the book is going to wind up costing WotC Millions down the road.
But it is a business decision.
I don't see that in any of the posts we've been doing but... what about it? Comprehend Languages and Tongues breaks language no matter what, so why worry that it would do it to a different language system than "Common + Races"?
Well, I certainly meant to include it in one of my responses!
Other than verisimilitude, which has little to no value to me, I'm curious why? Is it just another resource to limit? Another puzzle to solve? etc. I don't like roadblocks in my gaming. I don't like secret doors that are hard to find and hide key components required to solve the adventure. I don't like "ancient languages" that just give an excuse for a party to go somewhere else and obtain some other McGuffin (at least not more than once per campaign).
and will continue to use the terrible "Race Language" structure.
There are so many structures in D&D that are terrible for verisimilitude. Languages is just one of them.
Why do you believe that having any language structure that isn't "Common + Races" is exclusive of additional character options?
I was responding to a post that stated they would rather have a detailed language system rather than character options.
Why do I believe language structures is is exclusive of something else? Because WotC puts a limit on the number of pages they publish every year. They limit the number of pages of their books and they only print so many every year. So by adding something they have to exclude something.
And it's a terrible opportunity for Homebrew because while you can do interesting stuff in your own settings (And I do use a simple language system in my settings that is different from Common+Races) it won't touch the cultural weight or momentum of whatever the PHB says.
Very true. But you already said very few people would be interested in it. So why is it of value to the franchise?
I think you overvalue the impact of the 3rd party and Homebrew space and dramatically overvalue the ink in a book that is guaranteed to sell like hotcakes.
No, it's just that I value a different language system to the level that equates to 3pp. I know you don't, but that's where I think it belongs.
Language in D&D and any TTRPG which has language is going to be a core element of a given setting.
But no. Not for my tables. We don't use them. Either you can talk with an NPC or you can't w/o magic. We just don't worry if the language used is Common or Elvish or Western Flanes. It adds no interest or values to our games. Maybe if we had an awesome system it would. But we've tried various ones and never enjoyed them.
That's not how 3rd party production works. Green Ronin -could- make their own slightly different language system, sure. Or they could just leave languages like they work in the PHB and not bother with it.
But if you sold a million copies, and licensed your system (CC_BY_SA maybe) then they just might use it. But, we both know it would never sell a million copies, you even said it wasn't of interest to most groups.
One of those things costs a tiny bit of money. One of those things costs no money.
But it's not about money. It's about keeping the system streamlines so that casual gamers can enjoy the game.
So yeah. If WotC doesn't do it in some future PHB, it won't get changed. No matter how big an impact any 3rd party publisher makes. Y'all're wildly overestimating the impact of 3rd party publishers on the cultural zeitgeist.
True to the first part. But I would say you are over estimating the importance of languages. At least to the game as a whole. I totally understand how it can be invaluable to some segment of the community.
A detailed (and, ideally, edition-agnostic) language system or framework is something that really only has to be done once. Why not do it that once and call it done?
Maybe, (because I don't know WotC's reasoning) because they want to keep the system accessible to new players and DMs. Or they don't see the value. But hey, why not publish it once yourself if it's so important? Oh wait, because most people won't see it if WotC doesn't publish it.
If by spell, it's limited: the translation spells don't last very long and they only get so many slots per day to cast 'em. If by device, it's usually always-on; though some devices are limited in coverage e.g. one of my PCs has a device that allows speech translation for Human languages only (in effect, it gives me knowledge of all Human languages but if a Human speaks Elvish to me I'm still hosed).
See, just one more limited resource to manage and track. Just does not appeal to me.
Because if they're not in the best-selling book 95+% of the playerbase will never see them.
Yep, and I'm good with that. I think any of these such systems make the game less accessible for new and casual players and DMs. Making the game complicated is not good for growth.
So far, languages have been more of an immersion element than a puzzle or road block.
I love this. We've tried and it never worked for us. Maybe because none of us understand languages that much and really only speak one language ourselves we don't have real life to draw upon.
 

Maybe, (because I don't know WotC's reasoning) because they want to keep the system accessible to new players and DMs.
I think you might be underestimating people's tolerance for complexity when it comes to learning a new game.

Hell, 1e had a pretty good run of popularity in its day and it's not exactly the most streamlined of systems; and 3e didn't do too bad even though in terms of sheer system complexity it blows 1e out of the water.

With 1e, though, its (maybe unintended) modularity makes it pretty easy to strip out complex elements you don't want to use, and either replace them with something simpler (initiative) or with nothing (weapon vs armour type). However, you also still have the option of not removing those complex elements and instead using them as-written if you want to.
Or they don't see the value. But hey, why not publish it once yourself if it's so important? Oh wait, because most people won't see it if WotC doesn't publish it.
That's right. If I publish it, all that'll happen is I'll lose some money on the endeavour: I'm not a known author, haven't published anything before, have no distribution network, and would be starting from scratch - as an amateur - in every element of the process except the actual writing of the words.

WotC, however, already have all those pieces in place; most important among which is the name/brand recognition.
See, just one more limited resource to manage and track. Just does not appeal to me.
A difference between us, then, as I see D&D as very much a game of resource management-attrition-replenishment and also see the resources piece as a means of challenging the players in-character on a sometimes-near-constant basis.
Yep, and I'm good with that. I think any of these such systems make the game less accessible for new and casual players and DMs. Making the game complicated is not good for growth.
See above re 1e and 3e.
I love this. We've tried and it never worked for us. Maybe because none of us understand languages that much and really only speak one language ourselves we don't have real life to draw upon.
Fair enough. I only know one language myself though in theory I've been taught the basics of three others (plus some programming languages, but they don't really count for these purposes!), but I a) know there's many other languages out there in the world and b) am trying to present a game setting that has at least a veneer of honest believability over it.
 

I think you might be underestimating people's tolerance for complexity when it comes to learning a new game.

Hell, 1e had a pretty good run of popularity in its day and it's not exactly the most streamlined of systems; and 3e didn't do too bad even though in terms of sheer system complexity it blows 1e out of the water.
People are built differently these days.

With 1e, though, its (maybe unintended) modularity makes it pretty easy to strip out complex elements you don't want to use, and either replace them with something simpler (initiative) or with nothing (weapon vs armour type). However, you also still have the option of not removing those complex elements and instead using them as-written if you want to.
I agree modularity is the way to go for additional complexity.
 

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