From: Shaun Owen Hately <[0--54--6] at [bud.cc.swin.edu.au]>
Newsgroups: rec.games.frp.dnd
Subject: Languages in AD&D
Date: Mon, 26 Aug 1996 20:27:51 +1000

The following is the draft for an article I'm writing for my game clubs 
newsletter. I thought people might be interested, and I would appreciate 
any comments.

                        Human Languages in AD&D
                            by Shaun Hately
                     --==(AMBULANT IN FABULAM)==--
                  In memory of James Dallas Egbert III

In most AD&D games, language does not play a large part. It should, but
as the general rules contain very little consideration of the idea,
players and Dungeon Masters, especially neophytes tend to ignore the
situation. All too many games contain one human language called `Common'
and a variety of monster languages. A few contain the idea of Alignment
languages, a throwback to 1st Edition, but the idea of each human
culture having its own discrete language is often neglected.

The following rules have been developed and used in my campaigns for six 
years. They are based on Chapter 3: Debris from Babel in `The Lands of
Legend' book 6 of the Dragon Warriors RPG. My revised rules are able to
be used in AD&D games. I do not make any claim to these rules being in
anyway official, nor do I make any claim to any copyright privileges
already held on this work, by the producers of AD&D (TSR Inc) or Dragon
Warrior (Dave Morris, Oliver Johnson and Corgi books). However the
following article is (c) 1996 Shaun Hately. Permission is granted to
copy and distribute this work in any way, shape or form, provided it is
distributed in complete and unaltered form and no profit is made from
its dispersal. Permission to alter this work can be obtained by e-
mailing Shaun Hately at [d--dn--t] at [bud.swin.edu.au]

This article is based on an understanding of the non weapon proficiency
rules described in the AD&D 2nd Edition Players Handbook and Dungeon
Master Guide, not those contained in the newer Skills & Powers book.
This is simply because I do not yet use Skills & Powers, and do not
understand its rule system.

Three Language Points (LPs) may be converted into one non weapon
proficiency point.

                       Number of Language Points

Virtually all PCs start with a set number of Language Points, based on
their intelligence score. The following table shows the number of points 
for each character. This table takes the place of the # of Lang section
of the Intelligence table contained in the PHB.

Intelligence Score           Initial Language Points
1                            0
2                            3
3                            3
4                            3
5                            4
6                            5
7                            5
8                            6
9                            6
10                           7
11                           8
12                           9
13                           10
14                           12
15                           13
16                           16
17                           18
18                           21
19                           24
20                           27
21                           30
22                           33
23                           36
24                           45
25                           60

Contrary to what is said in the PHB, using this system a character of 1
intelligence is utterly incapable of learning coherent speech. A
character of higher intelligence who score is reduced to 1, may at the
DMs discretion retain such ability. This system does require the player
to use LPs in order to speak their native tongue.

Language Points may be exchanged for Non Weapon Proficiency points and
vice versa using a 3:1 exchange rate.

                          Command of Language

A PCs command of a language can be at one of three levels.

Basic: the PC knows almost nothing of a language. They may know a few
words :- `cold', `mercy', `die', `pain' etc. When faced with a situation 
where it is necessary, they may be able to remember a word on a
successful Intelligence check. They may recognise a single word used on
a successful Intelligence check with a plus one bonus. The level is
similar to that which a normal person today might casually acquire
through watching television. (Jawohl, Herr Commandant)

Intermediate: the PC has some command of the language. He or she can
follow most conversation addressed to them, provided it is slow and
clear. They can also communicate most concepts effectively although
their grammar is likely to be atrocious. This level is similar to that
acquired by users of `Learn a Foreign Language' audio tapes, or by
senior High School students. Characteristic of this level of speech is
the use of native grammar interspersed over the new language, or
uncertainty in the use of the language.

Fluent: the PC can speak and understand the language perfectly. They may 
still have an accent, but they will have no trouble in being understood
or in understanding those who speak to them. It is important to remember
however that their language acquires the features of those they learn it 
from. A sailor may speak perfect Sulewanese, but he would not be able to 
pass himself off as a native at court. For example (horribly exaggerated
for effect): the sailor is meeting a Princess of the Imperial Family. He 
attempts to compliment her on her appearance.

He wishes to say: Your Imperial Highness, may I compliment you on your
lovely gown and your exquisite features. Truly, I have never seen such a 
flower of beauty.

He actually says: Highness, you're quite a looker and that dress is a
ripper. You've got to be one of the best looking dames I've ever clapped 
me eyes on.

Did you spot the difference?

                         Difficulty of Language

Some languages are easier to learn than others. The first step in using
language in your game world is to decide which languages are simple and
which are hard. When doing this try not to let cultural prejudice
intrude. For example, in the real world, most Americans (or
Australians!) seem to assume that English is an easy language to learn,
simply because they speak it, and they learnt it as a baby. In actual
fact English is a fairly difficult language to learn, as it does not
share the heavily structured grammar of many other languages and has so
many exceptions. Make your judgements free of these constraints.
Languages should be divided into one of four classes:

SIMPLE 
UNDEMANDING
COMPLEX 
ABTRUSE

                       Relationships of Language

Some languages are closer to each other than others. This makes them
easier to learn. The next step is to work out which languages are close
to each other and which are vastly different.

There are three degrees of closeness, given here with real world
examples

CLOSE:                       French to Italian, Spanish
                             to Portuguese
DISTANT:                     English to Dutch, Spanish to
                             Turkish
NONE:                        English to Japanese

(for the purists, yes I know there is a slight connection between
English and Japanese, however it does not effect the rules in this
table. All languages on Earth are connected with the possible exception
of a few of the Aboriginal languages of Australia. In all probabilty a
similar circumstance would exist in a fantasy world. Come on, you accept 
that clerics can't use swords (well, *some* of you do 8-)) for game
balance. This is the same kind of thing!)

If a PC is fluent in a language which is related to another language,
learning the second language is easier, and so its difficulty level is
reduced. The effect also occurs if the PC knows the first language to an
intermidiate level, though the effect is reduced.

The effect is shown in the following table.

First language already known to:
                             Intermediate   Fluent
Relation      CLOSE          one step       two steps
between                      easier         easier
first and     DISTANT        no advantage   one step
second                                      easier
language      NONE           no advantage   no advantage

By the way, a product of these rules, is that if a PC knows a language
fluently which is closely related to another language, which is a simple 
langauge to start with, they can probably already understand and make
themselves understood in the second language. This may be a probelm for
some DMs. I personally like it.

                           Starting Languages

Players must use LPs to learn their native language in this system. They 
must allocate one LP for every level of command in any language. It is
suggested (in fact, I suggest the DM insists on this) that they allocate 
three points in order to be fluent in their native language. It seems to 
me absurd that a PC might have a smattering of three tongues and yet be
unable to speak any one tongue fluently. After that the PCs should be
able to use points to acquire any ability in any langauge, provided the
DM rules it to be acceptable. Obviously the DM must take such factors as 
character backgrounds into account. I have found that this system
prevents players from just dumping languages and turning their extra
intelligence slots into extra non weapon proficiencies. I have also
found that it encourages PCs to keep slots in reserve in order to
acquire new languages, if and when they need them. I run very
proficiency intense games by the way (just ask Daniel or Antoinette).

                         Learning New Languages

There are two ways of learning a language. Learning from a tutor, or
learning by usage. We'll handle these one at a time.

                         Learning From A Tutor

First of all the PC must find a tutor. A tutor can be any person who
speaks a language fluently. Because so many factors must come into play
in determining the avaialabilty of tutors, etc, no rules are given on
whether or not there is one available or the costs. The DM must
determine this themselves. The time taken to progress from one level in
a language to the next is determined by its difficulty modified
according to knowledge of related language, and is only possible if the
PC has the necesary LPs to do so. The time is as follows:

SIMPLE                       three months
UNDEMANDING                  six months
COMPLEX                      one year
ABTRUSE                      1d6 years

This assumes that the PC attends lessons once a week and practices
daily.

Learning By Usage

Living among natives is the best way to learn a language. Every two
months, provided they have LPs free the player should roll d100 on the
following table. A successful roll increases the PCs command of the
language by one level. The difficulty of the language is modified by
similarity to known languages and by intelligence. A intelligence of 5
or less modifies the roll by -10%, an intelligence of 6-8 modifies the
roll by -5%. An intelligence of 13-15 modifies the roll by +5% and an
Intelligence of 16 or greater imparts a +10% modifer.

SIMPLE                       70%
UNDEMANDING                  30%
COMPLEX                      15%
ABTRUSE                      6%

By the way, if a language is `dead', such as Latin or Ancient Greek, it
can obviously not be learned in this way, short of time travel or
finding an isolated community who still speak the language.

                                Literacy

Always remember that just because you can speak a language, doesn't mean 
you can read or write it. This is likely to be even more true in a
fantasy world. It must also be considered that scripts etc differ. A
person who can read and write English is likely to be able to have a
stap at German or French where the script is more or less identical.
They may even be able to puzzle out Greek, but they've got a snow balls
chance in hell of managing to read imperial era Chinese or Egyptian
Hieroglyphics. If there is enough interest, I may write an article on
this, but for the moment, just bear it in mind.

                            Acknowledgments

Daniel Fields, Antoinette Vasey, Paul Fields, Daniel Mayes, Mark Jessop, 
Scott McGrane, Damien Wise, Gareth Clark, Danny Micallef, Emma
Belantyne, JP Forster, Cruiser, and Linda Makepeace. Denizens of the
ADND-L, GMAST-L, and REALMS e-mailing lists, and of AUS.GAMES.ROLEPLAY,
REC.GAMES.FRP.DND and REC.GAMES.FRP.MISC usenet groups and as always all 
past, present and future members (neophytes included 8-)) of the Ambulant 
In Fabulam RPGamers Society.

                              Dreadnought
                       ([d--dn--t] at [bud.swin.edu.au])