|
3 years ago ::
Jun 12, 2010 - 6:21PM
#11
|
Date Joined:
Aug 10, 2004
|
In the players handbook page 25, it says supernal is a system of hiroglyphics. Come on now, there is no way hiroglyphics are going to have a system similar to common or english so the point is moot, get over it.
http://pandamanslair.blogspot.com/
|
|
|
|
3 years ago ::
Jun 13, 2010 - 1:14AM
#12
|
|
|
One possible exception I have thought of is the changeling taking goblin and giant. The DM may never requier it to advance the plot but with out it your default schtick of infiltrating the bad guys will crash and burn fast.
And if the DM wants to not let it work, he'll just put you up against drow or fomorians or any of the many other 'evil' races that don't use either of those two languages. Conversely, if the DM wants to give your changeling the opportunity to do his infiltration thing, he'll make sure to put you up against enemies who do speak whatever languages your changeling has picked. So, again, it's 100% down to DM discretion whether the languages you picked are useful. So this isn't an exception at all.
In the players handbook page 25, it says supernal is a system of hiroglyphics.
I can't help wondering if the pseudo-Egyptian script on some of the tiles from the Dire Tombs set is supposed to be Supernal.
|
|
|
|
3 years ago ::
Jun 14, 2010 - 12:48PM
#13
|
|
|
Languages are entirely fluff anyway. If the DM wants you to be able to communicate with a given NPC, he'll make sure the NPC speaks a language one or more of the PCs knows (and most NPCs can be assumed to know Common anyway). If the DM wants to make it impossible for you to communicate with a given NPC, he'll make sure that NPC doesn't know any of the languages the PCs know.
There are LFR adventures that go drastically differently depending on the languages available to the party. And with the recent announcement to concentrate more on the story and fluff of the setting, I expect their number to increase
|
|
|
|
3 years ago ::
Jun 14, 2010 - 1:25PM
#14
|
|
|
Yeah, I tend to forget that not every DM custom-builds his own campaigns for his own group of players. I suppose if you take pre-written adventures as your paradigm, then languages are potentially quite important.
No well-written adventure is going to require a specific language for the PCs to succeed, though.
And there's always the Comprehend Languages ritual (or a handy scroll thereof).
|
|
|
|
3 years ago ::
Jun 14, 2010 - 11:22PM
#15
|
|
|
No well-written adventure is going to require a specific language for the PCs to succeed, though.
I disagree strongly. Not every adventure needs to be a 100% success for the PCs and having it depend on multiple setting specific factors (like languages) greatly increases the richness of the adventures.
"No matter what we're capable of, we'll get a way to gain 100% success" is anything but well written
|
|
|
|
3 years ago ::
Jun 15, 2010 - 2:36AM
#16
|
|
|
I meant "succeed at the adventure or campaign as a whole", not one specific part.
If I discovered the campaign I was playing in was outright unwinnable just because none of us picked the right language at level 1, I'd be strongly inclined to beat the DM unconscious with his own DMG.
"OK, none of us speak Goblin, so we'll have to find another way to get the key from the hobgoblin chieftain." is fine.
"OK, none of us speak Goblin, so we have no way to find out where the ritual is going to take place. The world is now inevitably doomed. Campaign over." is not fine.
|
|
|
|
1 year ago ::
Feb 10, 2012 - 10:32PM
#17
|
|
|
"OK, none of us speak Goblin, so we have no way to find out where the ritual is going to take place. The world is now inevitably doomed. Campaign over." is not fine.
Meh. That just forces the party to go find a translator. Maybe there's a skill challenge to get one to work with you. If your DM shuts you down over wanting to try that, *then* you beat them with the DMG.
|
|
|