Languages/ Native & Otherwise

Hopeless

Mongoose
Been looking at altering this so the base Language/Native is spoken and having a written version being at about half this level.

So for example a Barbarian Mercenary has Language/Native of 79% he'd be able to read and write in his chosen native language at half this (rounded up) at 40%.

However thats where I'm focusing this question at.

In the game i ran one PC (Lord James) managed a Language check so I gave him Language/Latin at base level but this raised a query from another player and it got me thinking that what i should have done was developed this separation of Read & Write from Spoken Language.

What I am considering is letting the Barbarian PCs have Read & Write Norse at half their native language level and the nobles have Read & Write Latin instead since they're of different cultures and although this might be unnecessary if would open up another area to develop, that of scrolls.

I'm trying to run a low magic campaign where the only spellcasters would be the usual spellcasting professions so no common magic is available.

Most of the magic they have is either enchanted items recovered froma crypt or potions bought from their village.

Their equipment is bronze but the blacksmith recently got access to four ingots of steel and I'm looking at giving him a means of developing this ala Conan with the original movie's talk about the secret of steel by having him come into possession of scrolls hinting at the process perhaps even how to enchant weapons (eventually and by that a long way off yet) but using the above i figured they be written in ancient Norse so that its something only a barbarian character would recognise as important.

The previous adventure had them delve a crypt where they came across a number of carving and writings talking about an ancient cataclysm and a war against the forces of darkness which is where I allowed one PC to gain access to the Latin Language.

Is this going too far?
 
I can speak from personal experience that it is possible to be able to read and write Latin but not to speak it. Literacy does not necessarily go hand in hand with a fine command of a language.

Homer may well have been an illiterate Bard composing from memory - you would nevertheless give him the benefit of the doubt with a high Language (Greek) skill.

There may be no written version of a language, or if it exists it has severe limitations like runes or ogham, or you have a single writing system that works for several language, like chinese.

However if your barbarian went to school and got himself an education in a civilised place (in a different language of course) he could use the writing technology he has learned to try and render his mother tongue in written form.

So my thoughts are:

1) Have a Literacy Skill, separate to Language skills, possibly one per writing system/culture/langauge family
2) Have certain languages come with literacy attached/assumed (e.g. Latin in medieval europe) while others don't
3) for simplicity, assume literacy over and above a certain level of language skill. I personally think this breaks when you consider your adventurers need only a little facility with letters to unlock secrets in old inscriptions, and may not be able to converse in the language of those inscriptions at all - it's more like deciphering a puzzle or using numbers.
 
I would also strongly suggest a separate Read/Write skill the spoken skill.


Here are my suggestions, based on the Character's Cultural Background:
Barbarian and Nomad cultures treat Read/Write as an Advanced skill.
Civlized cultures allow Read/Write as a Common Skill.
Primitive cultures would not allow Read/Write skill at all for anyone. May require use of a Hero Point to gain this ability.

Then, I would modify the above based on the Profession of the Character.

Obviously certain professions will almost require the ability to Read and Write a language, but don't underestimate the ability of a primitive to work from rote memorization.

My suggestions for Professions that allow Read/Write as a skill are as follows:
Acrobat - No special bonus
Alchemist - +10% bonus as Common Skill
Animal Trainer - No bonus
Bard - No bonus
Blacksmith - No Bonus
Champion/Knight/Noble Warrior - No bonus
Courtier - +5% bonus as Common Skill
Craftsman - No bonus
Diplomat - +10% bonus as Common Skill
Explorer/Farmer/Fisherman/Herdsman/Hunter/Mercenary - No bonus
Merchant - No Bonus, but allow as a Common Skill
Miner - No bonus
Noble - +10% Bonus as Common Skill
Physician - +5% Bonus as Common Skill
Priest - +5% Bonus as Common Skill
Sailer - No bonus
Scholar - +10% bonus as Common Skill
Shaman - No Bonus
Soldier/Warrior - No Bonus
Spy - No Bonus
Thief/Tracker - No bonus
Witch - No bonus, but allow as Common Skill
Sorcerer - +5% bonus as Common Skill (grimoire's could be symbolic and not actually written)
Woodsman - No bonus

These are just my suggestions, but if you truly want to make your fantasy game realistic, the vast majority of people will be illiterate or semi-literate at best. Even into the middle ages, reading and writing was usually limited to the wealthy/nobles. Even most christian priests were only semi-literate well into the 17th century.
 
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