Making Language Difficult and the Charging Bull Rush

Post/Author/DateTimePost
#1

alacritybagel

Jun 10, 2008 1:08:15
In 4ed the designers made a concerted effort to make language a fairly easy obstacle to overcome, as shown in the Linguist feat, which just gives you three languages. Three languages for one feat? Preposterous I say! While this may work for most I prefer language to be a more difficult to master. Given that I made HR'd the following two feats:

Linguist
Prerequisites: Int 13
Choose one language from the following list: Draconic, Dwarven, Elven, Giant, Goblin. You gain the skill Speak (Chosen Language). This skill is considered trained and uses your INT modifier. Anytime you attempt to speak, understand, write or read this language you must make a skill check with a DC15. You can take this feat multiple times.

Exotic Linguist
Prerequisites: Int 15
Same as Linguist except the DC is 20 and you can choose from these languages: Deep Speech, Primordial, Supernal, Abyssal.

I have yet to test it in game so I may have to tweak it...I just thought I'd share. I may not be clear enough in the text but the intent isn't to make a check every single time you talk and/or listen, just one check to participate in a conversation or listen in on one.

I also made it so that if you charge before a successful bull rush the victim gets a -2 to their saving throw to avoid falling (if applicable), or if there is no danger of falling they just go prone.
#2

ComMcNeil

Jun 10, 2008 8:24:27
I dont think its pretty different to 3.5

if you look at the loremaster for example, he just had to spend 1 skill point for a language

this lead to players in a campaign i dm'd knowing EVERY core language ^^


i think 3 languages per feat is ok, feats are more or less combat oriented and to trade combat ability for more or less role playing ability should be rewarded greatly in D&D