Giving PC Races Vulnerabilities

Kinneus

Explorer
So... how terrible an idea is this?

I'm planning a campaign world that is focused around the undead. I decided it might be a good idea to give the PCs races vulnerabilities. I've figured PCs with the 'natural' origin would get a vulnerability of 5/per tier to poison, while PCs with the 'fey' origin would get a vulnerability of 5/per tier to necrotic.

I'm thinking of doing this for two reasons:

1) To make undead a slightly more credible threat. I'm half-expecting my PCs to all make divine characters, and I'm fine with that. I'm comfortable letting them carve through an undead legion or two. But when I actually want to present a challenge, I want that challenge to come from the undead sometimes. With this change, all I have to do is slap some poison or necrotic damage onto their attacks (not difficult to justify for an undead creature), and watch them go to town. In effect, it will balance out the fact that 50% of the enemies in my game will be vulnerable to radiant.

2) Just as radiant will become more attractive to players, I'm expecting poison and necrotic to become less appealing. Almost all undead are resistant to necrotic, and if I recall correctly, all are straight-up immune to poison. I would apply these vulnerabilities to all characters of the given race, not just PCs. So, hopefully, I'd be able to tempt the wizard into carrying around a poison spell to lob at the human necromancer. You know, just to keep things interesting. I want to avoid giving players the message that whole huge swaths of spells are a bad idea, just because they give the wrong damage type.

The first problem I see with this is that not all PC races are natural or fey in origin. This gives power-gamers a loophole, allowing them to exploit the increased use of vulnerabilities in this world without having a vulnerability themselves. Even though this doesn't aid the two design goals given above, I'd have to give warforged, shardminds and deva new vulnerabilities, just for the sake of fairness.

So my question (other than 'is this a terrible idea?' I'm still totally willing to listen to arguments that it is), is which vulnerabilities should I give which races?

For shardminds and warforged, the construct races, I'm thinking thunder. Shardminds are made of crystal, it just seems to fit that sound could fracture them. Warforged may have delicate internal parts easily cracked. The only issue is that thunder damage doesn't come up terribly much, so these two races are still at a slight advantage. Still, shouldn't be huge enough to throw things off.

For deva, necrotic seems thematically appropriate. But then I'd just be negating their natural resistance to it, and I really want to avoid taking away anything from the races. Anybody have any suggestions?

Also, is there some other 'loophole' race that is neither natural or fey that I forgot about?
 

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Necrotic damage is far more common than thunder or poison damage, especially among undead. If you can make sure that each damage type receives equal screen time, I say why not. But, for running undead straight from the book it will make elves an incredibly unattractive option.

Would I do this? Probably not. It could have unforeseen consequences on game balance. Would I in general make combat more deadly? Sure, why not. Increase damage by blank amount and decrease hitpoints by blank amount.
 

I'd be more inclined to balance the divine characters down than to balance everyone down because most will be playing divine characters. Something like saying that because this world is so infused with necrotic energies, every undead's vulnerability to radiant is halved or somesuch.
 

I don't think you need to necessarily make it 5 per tier, even vulnerability 5 is pretty decent...both because of the extra damage and because it weakens resistances.
 

Why not just give creatures a bonus to damage instead? Or maybe some undead have an aura that gives vulnerability. This way you can decide on a per encounter basis which characters to "pick on". If during character creation I was told some races had vulnerability, that would definitely sway my decision when picking a race, especially if I was trying to play a defender or some sort of front liner.

And as mentioned, not even every undead has to have radiant vulnerability. Perhaps there is a difference between undead created before and after a certain global event. The older undead just shrug off the radiant damage.

Even in an undead hunting campaign, you have full control over your encounter design. I wouldn't let stereotypes get in the way of a good encounter.
 


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