Some thoughts on languages based on what we've seen in #OneDnD so far. Backgrounds have really added to how many languages PCs are likely to know, since language is an assumed thing that you get from backgrounds.
When you add that to classes that get a special language, you have a ton of languages that exist all over the place and probably won't do much other than remove a reason for the PCs not be able to receive information from a clue.
My general thought is, D&D actually needs to proliferate its languages rather than condense them. For example, drow used to have their own language, but in the interest of consolidation, they are now likely to speak Elven or Undercommon, with no distinct drow language.
How to make languages matter in a game is a whole long conversation, but I wanted to frame this particular discussion. What if class-related languages didn't give you the language, they gave you permission to learn a language.
For example, you could have a street urchin rogue that never learns thieves cant, but being a rogue means they can learn it with one of their language slots. You could have a self-taught hermit druid that never learns druidic, but they could if they spend a language on it.
That means that some subclasses of different classes might also let different classes horn in on access to these languages. For example, a very mystical nature magic heavy ranger subclass might grant access to learning druidic, if they spend one of the languages they know.
If you have a sneaky, criminal-leaning bard or fighter subclass, they might give you permission to learn thieves cant.
On top of all of that, in other editions or in other settings, other classes have had their own implied languages as well. There could be a scholarly language normally known primarily to wizards.
You don't NEED to speak that language to learn to be a wizard, but among the more organized, scholarly wizards in the setting, it's a language they write their journals in, etc.
If nothing else, the fact that you CAN learn a language, but may not learn that language, may be a subtle roleplaying note. It tells you if you belong to something bigger, or if you are on the outside of things.
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We really do need more politicians that understand that "this country does not have our best interests at heart, so we should be careful dealing with them" is actually different than "this country is our enemy."
Ironically, saying someone is your enemy to someone that isn't already your enemy is a good way to make them into your enemy.
While I think it's pretty self-evident, if you want to know how I would draw that distinction, there is a difference between "I want to advance this thing that they may not agree with or that may be detrimental to them" and "I will do this thing expressly to harm them."
One interesting aspect of looking at the #OneDnD playtest documents is that it makes me realize things that I didn't fully process in all the years of running #DnD5e. For example, I knew the Artificer is a class that is very dependent on its subclasses for its identity.
It never struck me how true this was for druids as well. The core druid is a very thin framework on which to hang subclasses, with the subclasses doing a lot of heavy lifting. This became even more true as subclasses started using Wild Shape as a player currency for abilities.
What's even more interesting about THAT development is that we're seeing a lot of One D&D developments that come from recent design, like from Tasha's forward, but Wild Shape as currency for non-wild shape stuff comes in pretty early.
This morning @BrandesStoddard started talking about dwarves and comic relief, and the degree to which it can be too much, etc. This reminded me how much I loved FR11 Dwarves Deep.
There was a lot of stuff about dwarven culture in this book that, shall we say, kind of got overwritten by pop culture suddenly becoming aware of dwarves and glomming on to some very specific traits.
I also wanted to say, some of the stuff I loved, because it provided texture, was also stuff that can cause a lot of harm if used by people at the table that aren't being careful about the context of story elements.
Side note: because I had a Klingon counselor in a game, I tried to figure out what Klingon counseling would look like. I didn't want to do the knee-jerk "that's not a Klingon thing."
Since Klingons are very practical and action-oriented, and because they do seem to value being able to confide in a companion, I figured that Klingon counselors would work beside someone in their usual job as the Klingon client discussed their problems.
So a Klingon counselor learns enough about a wide range of professions to at least be helpful when working alongside their client, because no Klingon is going to accept a counselor that is just going through the motions or pretending to do the work.
I've been listening to a few discussions about Star Trek, and how effective character storylines were, and some of it inevitably revolves around how a ship's counselor makes sense, but the shows haven't always done the best job of highlighting their competency.
Disclaimer: I'm not a mental health professional!
I immediately thought of this in game terms. One of the reasons it's hard to show off competency in counseling is that most competency in Star Trek is measured by success in a given scene, or by the end of an episode.
The Star Trek Adventures game includes a section in the Sciences Division sourcebook on Ship's Counselors, and it gives some pretty solid advice. This is based on traits that have a rating, so if someone has developed (Trauma) 3, this gives you the guidelines for removing that.
Because of @ToyGalaxyDan, and because I got my shipping notice for Warduke, I decided to dig into Warduke's history a bit, mainly because Dan mentioned the fire attachment that goes over his sword on the action figure.
I was actually kind of surprised to see that a proto-Warduke actually appeared on the cover of Dragon Magazine way back in 1978. The signature helmet is there, and broadly, he's got some scales on him. Wow is that a 70s era image.
Warduke shows up as a pre-generated character in the Shady Dragon Inn supplement for Dungeons & Dragons in 1983. This version of Warduke already has a sword that can produce flames on command, but the sword isn't always on fire. In this edition, nobody claims his helmet is magic.