One of my more recent characters, Redhwan, was a Feral. An excellent high dex race but I found the vuln is to much for the racial benefits.
My reasoning is not that the racial benefits do not deserve a negative aspect to counteract them, but that the Vuln does not fit the benefit.
Ferals' pinned on average have between 700 - 800 hp without any significant gear focused on boosting that hp, while other races that share similar style vulns have 1200 - 1400 hp at 50. This is a true disadvantage to Ferals. A vuln to such a common damage type really nullifies and then some any benefit the feral ever could of gotten from fury/dodge expert/parry expert and higher dex.
This damage vuln is more suited for high hp races, not for high dex race.
I would like to see if we can brainstorm some alternative "negative effects" other than double damage from a common type. Something more suited for a race that has high dex but not the hp neccesary to even begin to absorb the damage from the vuln. (and dont even begin to say illithids have a similar vuln, because theirs is MUCH LESS common, so much so that you rarely meet a foe who has it.)
perhaps...(and all of these assume dropping the vuln BUT maintaining that they cant touch that type of weapon)
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movement penalty in cities (fits feral rp)
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cut the vuln from 2x to 1.5x
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dbl time on dirt kicks, this would polarize the dex benefit imho
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turn the dodge/parry boost into a power similar to unholy strength
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change the vuln from what it is to a less common damage type
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or..drop the vuln completly (maintaining no use), while sliding back the dodge/parry benefits by 1% each.
Just a few suggestions.