I think it does cause problems, but that the warforged are about as good a job you can do without just making them funny-looking living, breathing mortal creatures. (I think they could have gotten away with dropping the immunity to level drain.)
Are elves nigh-immortal wizard-warriors who live aloof in the forest? Or are they just funny-looking humans?
In other words, where this particular versimilitude breaking point is varies greatly, and depends much more on the flavor than on the mechanics.
Yes there could be problems with some campaigns, but it's important to note that the warforged weren't offered as a race for general campaigns. They were introduced as part of the Eberron campaign setting, in a world designed with magic and social structures to take at least some of their eccentricities into account.
Yes, but even there, they have problems. They will loose out on some of the jungle-diving fun of being scared of scorpions in their bedroll while exploring Xen'drik. They will loose out on some of the horror-flick fun of being corrupted by creeping negative energy. Unless Eberron is an inappropriate setting for some things (such as
EtCR), the warforged are the only component of the setting that *is* inapprorpiate. And the only reason they are is because of the idiot savant design.
As a non-core PC race? I think it's better to be ambitious and try to find a way to give players a real construct race to play instead of watering it down.
That's okay, but then go whole hog and don't try to pretend it's balanced like the other races. Give them no healing, give them DR, give them construct HD, and give them an LA to match. Or have them take "racial levels." Or 101 options other than giving us a race that's incompatible with a pretty big swath of adventure themes.
Don't give me something that can't breathe and will never die of old age and tell me that I can use it like I do the gnome or the changeling, because the warforged ain't in the same category as anything else out there.
I also don't think that half-healing and a swath of immunities are nessecary or sufficient for evoking the feel of a constructed, unnatural character. Succumbing to things like rust and woodrot, and having some sort of positive-energy source bound for the animating properties (so that they can benefit from healing), and requirng an intake valve are all very construct-things that don't demand the immunities they have (and being subtly different from the way bio-life works would play into gaining their resistances against these forces). This doesn't even mention the feats that add parts and the PrC that turns you into a weapon of destruction, both of which I think are good ideas for the race.
I think you're being a little disingenious here by framing it as a problem for the players. "Left out of some of the fun and danger of being a mortal being" indeed. If that's bothering a player, they can just not play a warforged. We've already concluded it's not an issue of relative power levels among players, so it's no skin off somebody else's nose if one player wants to not exterience the broad swathe of humanity or whatever.
It's a problem for everyone at the table. It's like the classic example of someone who wants to play "Farty McCrablegs the Gnome with the Magical Toupee" in an ostensibly gritty game of survival. Yes, you can turn Farty into a gritty, hard-bitten character, and the rest of the party still has to endure the harsh realities of the world. But Farty (and his player) are out of synch with what the game is *about*. The warforged, because of their idiot savant mechanics, are picture-perfect Farties for horror games or tropical games or nautical games. And these games shouldn't be out of the picture, even in Eberron.
Bottom line for me is that immunities have an appeal that mere resistance bonuses to saves can never have.
Okay, but don't pretend you're equal to the elf sorcerer. Get the immunities you need, be immune to crits, and take your LA, and don't make up rules to gimp yourself because you think your immunties are too powerful. Don't half-arse it.
Warforged represent an effort to rewrite the game to accomodate such gameplay. It still causes some problems, but not ones that can't be worked through.
I don't have time to fix other people's problems for free. There are better ways to spend my time. For instance: pointing out why I think this is a problem, and hoping that enough people are listening to avoid introducing a fire-subtype ooze-person as a PC race.
