Kharille wrote:
Just thoughts. I'd imagine a low reflex character is probably overweight and therefore unable to climb ropes and ladders, or someone with a physical disability. But how does one roleplay the psychic talent high or low character? I might guess a high talent individual might have more empathy, but thats hard to say.
I guess it all depends on what Psychic Talent represents in your game. The Lands of Legend are entwined with melancholic influences of the Otherworld, for which a high Psychic Talent could be both a blessing (in that it helps with a defence against these influences) or a curse (in that ignorance is bliss). But other than a sensitivity to Otherworld and resisting magic, what else is it good for? In my campaigns, it also represents willpower, so a character with low Psychic Talent may be impulsive and seduced by the many vices that could imperil and tarnish a hero's fine reputation (such as gambling, drinking, whoring, etc.).
You could also introduce some more game effects from Psychic Talent - for example, a high psychic talent may mean you get more benefit from potions (and conversely a low score means potions have less effect). Or you need a psychic talent above 9 to get the benefit of a +2 weapon or armour (maybe 12+ for +3 bonuses), representing a character that is not 'in tune' with his magical weapon or armour being unable to exploit the full benefits.
There are some really good ideas coming out in this thread, that I'll certainly be using in my next campaign - I make my players create characters using 5d6, discarding both the highest and lowest roll, to ensure that they bulk of their stats are average. They also have to assign stats in the order that they're rolled, which means their extreme scores don't always end up where they would choose to put them. However, my players have sometimes struggled to figure out how to play a high (or low) characteristic score, so the more guidance I can give them the better!