• Reconciling INT and Demi-Human Languages at Character Creation

    From Tracy Johnson@21:1/5 to All on Sat Mar 26 13:17:03 2016
    XPost: alt.games.adnd, rec.games.frp.dnd

    1st Ed AD&D or HackMaster v4.0

    I never reconciled the rule the limits your languages based on
    Intelligence and additional racial languages known at start.

    So a HackMaster Drow at start is supposed to know Common, Drow, Elf, Undercommon-Trade, Kuo-Toa, Orcish, Bugbear, Dwarf, Gnome, and Drow
    Sign language.

    But you need an Intelligence of 21 to know ten languages!

    So do I therefore cut the number of languages down to INT level and let
    the Player chose which ones?

    Or do I aggregate the racial benefit (above of ten) as the one Common
    language any character knows at start?

    If there is a caveat on this I missed it.

    Tracy Johnson
    Old fashioned text games hosted below:
    http:?//empire.?openmpe.?com/empire/?
    BT

    NNNN

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  • From Ubiquitous@21:1/5 to tmjva@verizon.net on Sat Mar 26 14:55:07 2016
    XPost: alt.games.adnd, rec.games.frp.dnd

    tmjva@verizon.net wrote:

    1st Ed AD&D or HackMaster v4.0

    I never reconciled the rule the limits your languages based on
    Intelligence and additional racial languages known at start.

    So a HackMaster Drow at start is supposed to know Common, Drow, Elf, >Undercommon-Trade, Kuo-Toa, Orcish, Bugbear, Dwarf, Gnome, and Drow
    Sign language.

    But you need an Intelligence of 21 to know ten languages!

    So do I therefore cut the number of languages down to INT level and let
    the Player chose which ones?

    Or do I aggregate the racial benefit (above of ten) as the one Common >language any character knows at start?

    If there is a caveat on this I missed it.

    I remember racial languages being in addition to the bonus languages
    from high intelligence.

    Why play a human, right? :-D


    --
    The SJW, isn’t for justice, social or otherwise. An SJW – as I have
    observed – is a neo-liberal fascist with delusions of grandeur that
    peppers their tenuous logic with enough newspeak-esque lingo that even
    Orwell himself would step back and say, ‘oh snap!’.

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  • From Tracy Johnson@21:1/5 to weberm@polaris.net on Sat Mar 26 14:05:29 2016
    XPost: alt.games.adnd, rec.games.frp.dnd

    In article <n00ka9$6ue$8@dont-email.me>, weberm@polaris.net wrote: >tmjva@verizon.net wrote:

    1st Ed AD&D or HackMaster v4.0

    I never reconciled the rule the limits your languages based on
    Intelligence and additional racial languages known at start.

    So a HackMaster Drow at start is supposed to know Common, Drow, Elf, >>Undercommon-Trade, Kuo-Toa, Orcish, Bugbear, Dwarf, Gnome, and Drow
    Sign language.

    But you need an Intelligence of 21 to know ten languages!

    So do I therefore cut the number of languages down to INT level and let
    the Player chose which ones?

    Or do I aggregate the racial benefit (above of ten) as the one Common >>language any character knows at start?

    If there is a caveat on this I missed it.

    I remember racial languages being in addition to the bonus languages
    from high intelligence.

    Why play a human, right? :-D

    --
    The SJW, isn’t for justice, social or otherwise. An SJW – as I have
    observed – is a neo-liberal fascist with delusions of grandeur that
    peppers their tenuous logic with enough newspeak-esque lingo that even
    Orwell himself would step back and say, ‘oh snap!’.

    Thanks!

    Now if that is the case (and if HackMaster), aside from their native
    language, then should I give them 100% ability?

    Or a percentage as a "Modern Language" skill for each Language?

    INT plus 1d10 plus Honor Die.

    Tracy Johnson
    BT

    NNNN

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  • From Michael Sears@21:1/5 to weberm@polaris.net on Sat Mar 26 15:52:59 2016
    XPost: alt.games.adnd, rec.games.frp.dnd

    In article <n00ka9$6ue$8@dont-email.me>, weberm@polaris.net wrote: >tmjva@verizon.net wrote:

    1st Ed AD&D or HackMaster v4.0

    I never reconciled the rule the limits your languages based on
    Intelligence and additional racial languages known at start.

    So a HackMaster Drow at start is supposed to know Common, Drow, Elf, >>Undercommon-Trade, Kuo-Toa, Orcish, Bugbear, Dwarf, Gnome, and Drow
    Sign language.

    But you need an Intelligence of 21 to know ten languages!

    So do I therefore cut the number of languages down to INT level and let
    the Player chose which ones?

    Or do I aggregate the racial benefit (above of ten) as the one Common >>language any character knows at start?

    If there is a caveat on this I missed it.

    I remember racial languages being in addition to the bonus languages
    from high intelligence.

    Why play a human, right? :-D

    In 1st Ed AD&D, non-humans had a limit to how many additional languages they could learn, independent of the number on the Intelligence table.

    Dwarf, Gnome, and Half-Orc: Racial languages plus a maximum of two additional languages, even if Intelligence would normally allow more.

    Elf: Racial languages plus one additional language per point of Intelligence over 15.

    Half-Elf and Halfling: Racial languages plus one additional language per point of Intelligence over 16.

    For the Unearthed Arcana races, Duergar were the same as other Dwarves, with Drow and Svirfneblin not specified beyond "the limit prescribed by
    intelligence score" and "depending on intelligence" respectively, so I would assume they use the existing elf and gnome limits.
    --
    Michael Sears
    "No turning back where the end is in sight.
    There's a job to be done, a fight to be won."

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  • From Tracy Johnson@21:1/5 to msears908@rochester.rr.com on Sat Mar 26 16:28:15 2016
    XPost: alt.games.adnd, rec.games.frp.dnd

    In article <56F6E89B.604@rochester.rr.com>, msears908@rochester.rr.com wrote: >In article <n00ka9$6ue$8@dont-email.me>, weberm@polaris.net wrote: >>tmjva@verizon.net wrote:

    1st Ed AD&D or HackMaster v4.0

    I never reconciled the rule the limits your languages based on >>>Intelligence and additional racial languages known at start.

    So a HackMaster Drow at start is supposed to know Common, Drow, Elf, >>>Undercommon-Trade, Kuo-Toa, Orcish, Bugbear, Dwarf, Gnome, and Drow
    Sign language.

    But you need an Intelligence of 21 to know ten languages!

    So do I therefore cut the number of languages down to INT level and let >>>the Player chose which ones?

    Or do I aggregate the racial benefit (above of ten) as the one Common >>>language any character knows at start?

    If there is a caveat on this I missed it.

    I remember racial languages being in addition to the bonus languages
    from high intelligence.

    Why play a human, right? :-D

    In 1st Ed AD&D, non-humans had a limit to how many additional languages they >could learn, independent of the number on the Intelligence table.

    Dwarf, Gnome, and Half-Orc: Racial languages plus a maximum of two additional >languages, even if Intelligence would normally allow more.

    Elf: Racial languages plus one additional language per point of Intelligence >over 15.

    Half-Elf and Halfling: Racial languages plus one additional language per point >of Intelligence over 16.

    For the Unearthed Arcana races, Duergar were the same as other Dwarves, with >Drow and Svirfneblin not specified beyond "the limit prescribed by >intelligence score" and "depending on intelligence" respectively, so I would >assume they use the existing elf and gnome limits.

    Actually I found my answer in the small print of an asterisked notation in the "... at a glance" box for each race:

    * The number of languages {name your race here} can learn is limited by his Intelligence (see Table 1D) or by the Building Points he devotes to languages.

    If I rules lawyer this, in effect the "or" statement means they can exceed the Intelligence table with building points. But building points can only be used at character creation, so if they don't use them (for languages), they lose them.

    Tracy Johnson
    Old fashioned text games hosted below:
    http:?//empire.?openmpe.?com/empire/?
    BT

    NNNN

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