For whats it worth, I do use poison in my campaigns, but no plot hinges on it. Clerics are immune to it anyway past certain level.
Not for FREE they ain't.
Introduce poison into even a high level game, and it sucks up PC rescources. The higher the level, the more varied and plentiful these rescources, but they are not infinite. Except, of course, the resources of the Warforged, who are immune to it and a host of other illnesses WITH NO COST.
Spells, magical items, feats, class levels -- all these things require the spending of rescources. Spending a rescource creates drama and tension, especially when that rescource begins to run low (as even in a campaign focused on poison, poison-protection items will begin to run low). Choosing your race (at LA +0) is different because you are not spending a limited rescource. You're not spending magic, gold, experience, or feat slots. This creates no tension, this creates no drama. It removes it. Entirely.
For what goal? To have the Warforged mesh closely with the Construct RAW? Pheh. I'd trade a theoretically infinite number of moster rules to have a race that worked well as a race instead of a race that works like nothing else out there, when you're making the monster into a character.
This is why no food and water and disease immunity and a host of other things are OK as class abilities (though still not ideal), but not so OK as racial abilities UNLESS THAT RACE HAS A COST.
Healing and specific vulnerabilities are not a cost. They don't cost the warforged anything. The character becomes immune to a broad base of powers at no cost. Elves offend, but as is evidenced by my list above, sleep and ghouls come into play on average a lot less often than disease, poison, and energy drain.
It's akin to pointing to one character and going "everybody make a save except you," over and over again over the course of a campaign. And to handicap their healing as an awkward reach-around to backhandedly balance them is just exacerbating the problem that the immunities present in the first place: the need to give special attention to the Warforged that no other race demands to that degree.
I have to admit... playing a warforged level one, the race is at least one effective level higher than others, if played to it's strength. But that dissipates soon, and then inverts at higher levels. So that by level ten the class is effectively ECL -1. Since I rarely play in games that don't go to at least level 15, and I like to plan on them going to 20, the race is definitly subpar. However in a game where you aren't going to get above level six, the warforged is just awesomely good. And a "level one" warforged is easily equal to a well buffed level two character.
I'll agree with this insight 110%. The warforged should have a minor cost for this -- maybe no quadruple skill points at LV1? Maybe no feat at LV1? And in exchange they should get back their full healing and not be so obnoxious to run.
