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Insanity
April 12th, 2011, 00:58
The GM of a game I recently started as the 4E Languages extension by Smiteworks, which is a great RPG element to add.

However, the game he is running, the world has more languages then the core 4E ones, and the is a chart to show the relationships between these languages. Basically the further away one language is from another, the less of it you understand.

I was wondering if it be feasible to create another, or modify the existing one, to represent this somehow.

i.e. If someone is speaking a language that your known languages give you a 50% understanding, either 50% of the words or letters are scramble, resulting in partial gibberish.

I wasn't sure of the best approach is this was feasible.

tdewitt274
April 12th, 2011, 05:15
I haven't looked into the language extention, but what you are explaining is a bit more complex as you would have to show words that would make sense only part of the time.

Let's say you're using Latin, Spanish, Italian, French and Portugese. If you know Latin, you'll be able to pick up a little off each of the others. However, knowing Spanish gives you an advantage with Portugese as opposed to French. If you use a core language and equate it to a specific font, you could probably have a skill roll that determines if you understood a sentance. But that's about as close as I could suggest.

The other option I could see is to randomly "translate" something, but I don't think you'd be able to mix fonts.

Valarian
April 12th, 2011, 10:20
An approach might be that the text comes up with "CharacterName speaks Language". A player whose character has the language gets the translation. A character with the related language can see the language spoken without knowing what was said, but can pipe up saying that their character has a chance to know what was said. They make their roll and the GM can whisper the translation to the player if successful.

Zeus
April 12th, 2011, 10:47
You are not going to be able to mix font types within a single string in FGII. Valarian's suggestion sounds viable though.

I'd PM the author of the 4E Language Extension, Tenian, maybe he's open to extending the functionality.

Insanity
April 12th, 2011, 15:15
I knew mixing the fonts would be impossible, was thinking more with the translation potion.

If some speaks "XYZ" and I understand "ABC, FGH and WXY" and between those three, my best understanding is 40%, then 40% of the translation is accurate.