the Jester
Legend
The difficulty is our understanding of poisons and diseases will be based on real-world examples with real-world rules.
Real-world rules don't apply to D&D. It's a game. With magic. Most of the diseases don't equate nicely to real-world diseases either.
Once you get to a molecular level a lot of the actual illness caused by many infectious pathogens is due to toxins.
In a D&D world, the fundamental building blocks are not hydrogen, carbon, nitrogen, oxygen, iron, etc. They are air, earth, fire and water. You can't apply real world chemistry to D&D in the name of internal consistency without messing up far more than you fix.
And non-infectious, partly psychological 'diseases' are based more "poisons" - alcoholism for example would still affect someone with "disease immunity" but not if they had "poison immunity"?
Alcoholism is an interesting case.
With disease immunity, you could get drunk but not become addicted (arguably).
With poison immunity, you could get addicted, but not become drunk (arguably).