User talk:Ghostwheel/Glyph/Classes/Temple Initiate

If you are keeping the healing skill's ability to recover hit points (with a successful check), there is very little reason to give the skill to classes with healing powers. The function overlap there means that one or the other is unlikely to get used very often. If you want them to have a healing option all of the time, forever, just remove the power and let them use the skill (which probably needs to be changed here to use or grant-and-use a healing surge on a success). If you don't want them to always have healing, you may want to select a different skill for the class. Currently though you have a skill with an ability that is similar enough that they don't take the Lay On Hands healing power all that often (unless it is strictly better, which it probably isn't at present), and that looks like a wasted power entry. - Tarkisflux 14:54, 25 May 2011 (UTC)


 * Minor addition - the immediate healing ability of the skill comes online at 6 ranks (or level 3 in this system). Which makes lay on hands useful for a couple of levels, before being trained out when the skill ability can be used. I still think you're better off replacing the skill though. - Tarkisflux 21:36, 25 May 2011 (UTC)


 * The difference is that the healing skill allows one to remove conditions on the fly without having to have the right power and/or class ability. Furthermore, it can remove multiple degrees of conditions depending on how high the check is, and with different actions (again, depending on the check). At higher levels you can do so at range, or allow allies to do so to themselves with an immediate action. I think all these things on top of allowing people to take healing surges out of their turn (and maybe giving them a bonus to the amount healed based on HP) makes them both worthwhile. --Ghostwheel 09:46, 26 May 2011 (UTC)