Currently warforged are basically agreed to be the worst choice for most classes. They do decently as arcanes and favored souls, but are low tier for everything else. The only class that they do above average as is a sorcerer. This is odd to me, as they are a p2p race, and a fairly expensive one at that. Currently, in DDO, they get the following bonuses: +2 con, resistance to disease and poison, and immunity to level drain.
All of this is quite nice, except for their penalties being quite stiff; -2 wisdom and charisma, and -50% to positive healing spells. This is game breaking for this race. The penalties to healing make it difficult, if not impossible, to be useful as a melee toon, requiring, even with max healing amp enhancements, twice as many heals as a non-warforged. Add in the humiliation of taking away their immunity to disease and poison, and warforged is currently the race I regret buying more than anything else in DDO.
So, I decided... Why not buff this race who has been so disgraced? I did a bit of digging on the internet, and found, to my surprise, this.
http://www.dandwiki.com/wiki/Warforg...283.5e_Race%29
+2 strength is a racial characteristic of warforged in PnP. This is not implemented in DDO, which strikes me as odd, as warforged do get power attack enhancements similar to half-orcs and barbarians. This leads to my suggestion; Give all warforged +2 strength for free, 2 enhancements for +1 strength(costing 2 and 4 AP respectively), and two tiers of great weapon damage(+2 and +4 damage for +2 and +4 AP respectively) similar to what the half-orc has.
This would put warforged on the same DPS level as half-orcs, making a currently worthless race back into a completely awesome one. Giving them strength enhancements(+2 at character creation, and +2 enhancements) along with their constitution enhancements, will make warforged viable for almost anything melee related. The two handed weapon damage bonuses will make them solid choices for melee casters as well.
Their primary weakness is their healing amp, thus keeping dwarves, humans and half-orcs 100% usable. I personally would still use any of those three aforementioned races before a warforged simply due to the healing amp issue. This is the main balancing factor on a warforged to keep them from being over powered.
Really this suggestion doesn't transform warforged into an all powerful juggernaut of destruction, replacing half-orcs as the master race, it simply gives us more variety. +2 con equivalents to +20 hp and +1 fort save at cap. It is by no means a significant bonus, even if it is usable and nice. The healing amp penalty keeps them fair.
So, ladies and gentlemen of the forums; how do you feel about these suggested changes? Good? Too powerful?