D&D General Languages suck in D&D.

Is Eberron the only exception for the flaws pointed out by the OP?

In Eberron languages are cultural and have historic reasons for being used.

"In Eberron, languages reflect culture and geography; a dwarf raised in Breland might not know Dwarvish, but a halfling raised in the Mror Holds might. The historical development of languages and cultures also explains the scripts used to write various languages. For example, the Orc language is written using the Goblin script (rather than Dwarvish, as stated in the Player’s Handbook), because the orcs of Khorvaire learned writing from the goblins.

Common is the language of the Five Nations and the language of trade in Khorvaire, known by most of its people. Goblin was the trade language of the goblin empire of Dhakaan and survives as the primary language in Darguun, Droaam, and the Shadow Marches. Goblin displaced the Orc language; the people of the Shadow Marches typically speak Goblin, and Orc is an exotic language (see the Exotic Languages of Eberron table). Members of all races in Xen’drik speak Giant and use it as their trade language. Infernal is the common tongue of all fiends. Infernal is sometimes called “Khyber’s Speech,” while Celestial is “the tongue of Siberys.”

With the DM’s approval, you can exchange a language granted by your race for a different language from the Standard Languages of Eberron table. If your halfling was raised in the Mror Holds, you might replace Halfling with Dwarvish to reflect that background. The DM may change the languages assigned to a monster or NPC. An ogre from Droaam likely speaks Goblin instead of Giant."

From Rising from the Last War.
 

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My point is that D&D never treated languages design as serious game design so using it as a barrier is foolish play born out of traditionalism.
How can it be "traditionalism" if the bolded is true?
D&D Languages are set up as something nice to look at. So its use should be aesthetically for immersion in best cases and for minor tweaking of real play at worse.
Why not view languages as being one more potential challenge to the PCs/players that you can pull out of your DM's toolbox?

Important, I think, given that 5.xe seems designed to otherwise reduce challenges (often in the name of streamlining play) at every opportunity.
 


Can only answer for myself: laziness.
Hey, I can relate - you're talking to the King of Lazy here. :)
Also, I don't know if the time invested will be worth the pay-off. Which gives my laziness an excuse.
It works for us. It's not like language comes up every session* or even every adventure, but when it does it provides another avenue with which to challenge the PCs.

* - exception: if-when there's two or more PCs in the party who don't share a common language and thus can't directly talk to each other it comes up constantly.
 

Somehow this thread got me thinking about sci-fi species and languages, especially Star Trek.

In Star Trek, we have the "universal translator" that somehow manages to make everyone speak English . . . even when first meeting a given species. (yes, some episodes play around with this, but not many)

Yet, each species has it's own language . . . all Klingons speak Klingon, all Romulans speak Romulan . . . without much in the way of cultural diversity within various species other than perhaps human.

Of course, the simplification is a narrative device to make storytelling easier, but has parallels to how languages are typical expressed in D&D.

Rarely, in Star Trek and other sci-fi stories, you can't just always learn another species language, because they are capable of making sounds you can't! Or, perhaps, use light or other methods of communication . . . could that be brought to D&D?

Maybe you could learn to understand the dwarven language, but you can't really fluently speak it as your voice isn't capable of the low registers dwarves can produce . . . .
 

Somehow this thread got me thinking about sci-fi species and languages, especially Star Trek.

In Star Trek, we have the "universal translator" that somehow manages to make everyone speak English . . . even when first meeting a given species. (yes, some episodes play around with this, but not many)

Yet, each species has it's own language . . . all Klingons speak Klingon, all Romulans speak Romulan . . . without much in the way of cultural diversity within various species other than perhaps human.

Of course, the simplification is a narrative device to make storytelling easier, but has parallels to how languages are typical expressed in D&D.

Rarely, in Star Trek and other sci-fi stories, you can't just always learn another species language, because they are capable of making sounds you can't! Or, perhaps, use light or other methods of communication . . . could that be brought to D&D?

Maybe you could learn to understand the dwarven language, but you can't really fluently speak it as your voice isn't capable of the low registers dwarves can produce . . . .
To be fair, arguably one of the best episodes of any Trek was about language.

"Shaka. When the walls fell".
 


What I think is more interesting is using them to create opportunities.
Exactly.

D&D's languages we're not designed seriously. So they are best used as opening has rather than closing them.

Personally if D&D wanted to really make languages at the path close trip it really should reorganize Its various languages into families and have them more or less be steps of dialect rather than full completely separate languages.

LanguageParent LanguageDialectScript
AbyssalInfernalInfernal
CelestialSupernalCelestial
CommonSigil/ImperialCommon
Common SLCommon
DraconicKoboldDraconic
DruidicDruidic
DwarvishRunicDwarven
ElfishSylvanElvish
GithGithyanki, GithzeraiTir'su
GnomishDwarvishDwarvish
GoblinSylvanElvish
GiantRunicDwarven
HalflingCommonCommon
OrcGiantDwarven
InfernalSupernalInfernal
PrimordialAquan, Auran, Ignan, TerranDwarven
RunicDwarven
SylvanElvish
Thieves Can't
UndercommonElvish
WugElvishElvish

Creatures that know one dialects of a language can communicate with those that know a different one of the same language.

Creatures that know one language of a parent language can communicate simple information and knowledge related to their background with those that know a different one of the same parent language.

Creatures have Advantage on Intelligence checks to read written information in a language they don't not know if they know a one language that shares a script with it.
 
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How can it be "traditionalism" if the bolded is true?
D&D languages were never designed seriously but many traditionalist ran them with serious implications via barriers.

Why not view languages as being one more potential challenge to the PCs/players that you can pull out of your DM's toolbox?

Important, I think, given that 5.xe seems designed to otherwise reduce challenges (often in the name of streamlining play) at every opportunity

You can.
But again.

D&D languages were never designed to be seriously ran.
 


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