However, that's an optional d20 setting that has additional rules that are not found in the SRD. What your saying is "Warforged don't work in a setting where I specifically change the rules to emphasize the things they are typically immune to, so teh warforged are broken"
Hardly. I'm actually saying that in any campaign where the emphasis is on anything the warforged are immune to, the warforged don't work. There have been admissions of such throughout this thread ("if you're playing Midnight....", etc.). No one is saying they DO work in such environments. I'm agreeing with that point, and saying it's a darn shame, because they really COULD, if their mechanics weren't so incredibly wonky.
The fact that they are at LA +0 in the rules, suggests that they should work much like dwarves or elves or changelings. Even though they clearly DON'T work much like those things at all, really.
By the rules, jungle exploration kind of looses its challenge around 5th level, but it's still a possible low-level kind of adventure for about 5 months of playing time (more with slower XP rate). But a warforged ruins that. By the rules, Expedition to Castle Ravenloft fits fine in Eberron...unless you have warforged in your party, in which case you're going to have to change a large number of encounters to include something challenging to them, too. Two examples of things that are ruinied 100% and only on the basis of warforged having this idiot-savant design philosophy. They ain't the only ones.
However, in their appropriate settings (Eberron and Dragonlance, respectively) they are fine. Outside that setting, they are not.
Warforged can't enjoy a classic pulp adventure like raiding a jungle temple without throwing a wrench into the plans. Eberron is a place where everything should, theoretically have a home, ESPECIALLY pulpy jungle swords-and-temples kinds of action.
But with the warforged mechanics as they are, they don't. It's kind of ironic, the "house for everything" world has to exclude one of the things that came with it in order to enjoy one of the things its supposed to be good at allowing you to enjoy.
I'm feeling like I'm beating my head against a wall here, because I seem to be repeating myeslf a lot, but every time I re-iterate my point to one poster, two more pop up re-wording the questions I already addressed.
That doesn't make the races bad, it just makes them incompatible with certain settings. Nothing wrong with that. The same can be said for aventi (immune to drowning), raptorans (immune to falling, later immune to most ground hazards), elan (immune to humanoid-affecting spells) etc.
What you're missing here is that there's a great gulf of challenge between "doesn't usually take falling damage" and "immune to 6 things and the kitchen sink. Also, I have to have a special class and special spells just for me or I don't work very well." It's the typical character points scenario of the omnipotent psychic who is a quadrapelegic -- powerful abilities balanced by horribly crippling side-effects. Binary abilities are really only acceptable when they're not as broad and sweeping as the warforged are (or in a superhero game, where it fits the genre like a glove). Why don't we make dwarves and gnomes immune to attacks from giants and halflings naturally invisible and give half-elves
charm person instead of a diplomacy bonus, too? And even if we did that, the core races *still* wouldn't have the broad swath of annoying idiot-savant abilities that the warforged have.
Warforged are powerful but they aren't always so bad. If one of the -2 stats were removed then making them an LA+1 would be correct.
Like I said, it's not the power level that bugs me, it's the binary, idiot-savant method of balancing it. The whole Superman complex: I am completely invincible unless I see my secret weakness. For the warforged, it's "I'm immune to a laundry list of dangers, but I can't be healed very effectively by clerics. It's a good thing I've got artificers and arcane healers, ain't it!"
It'd be like invisible halflings who were burned by sunlight: design that excludes a lot more potential adventure than it ever needed to, or really should.