At 04:00 PM 2/3/2007, you wrote:
>Selecting intelligence bonus languages based on race in the
>Background tab seems to work fine (including Languages Allowed for a
>custom race), but when I select Speak Language as a skill, I'm
>forced to go back to the Background tab and choose from leftover
>racial bonus languages. Unless I'm mistaken, the skill should enable
>a character to choose from any allowable campaign language.
I think the best solution would be to have two sets of languages on
the background tab - one for 'starting languages', and one for
'further languages' that could be learned by spending points on the
Speak Language skill.
>Ideally, I think selecting Speak Language should trigger a dialog
>box to select any campaign language not already known (seems more
>intuitive than going back to background). However, if the language
>selection for a Speak Language skill will still be chosen in the
>Background tab (I realize this might be easier to implement within
>the existing architecture), the selection list should be any
>campaign language not already known.
The thing I don't like about doing this is that you'd end up with 3
different 'speak language' skills if you wanted to speak 3 extra
languages, which would take up valuable space on the 'skills' screen,
in which space is already at a premium.
--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/