But I think a base value covering 30-50% of the total value would be good.
ie, Heals up to 100 damage? would be...
40 + 10d6
8-44 is just a bit too much variance for me, I like to know that my heal spell will actually be decisive and not go like "wtf, how come he died anyway?" and check the log and see that it actually managed to go off and healed ... 8 HP.
8-44 is actually fine if you're mainly using Out of Combat heals, but if you're using Combat Heals, a more reliable portion would be better.
Think about it, why do we bother to memorise Cure/Heal spells? (well, I don't memorise Cure spells ever, at least not in BG2 and ToB...) Simple - so that we don't have to use a Rez.
In a slightly different perspective - would you bother buying, packing, and maintaining a parachute that has a 50% chance of failure, when having to bail / jump-plane occurs on a 0.00001% chance and results in 100% (well not exactly, but well) death without the jump parachute?
That's what a Cure spell should be, IMO.
PS : For those use Cure spells so that they don't have to use potions, remember that in BG2 if you equip a character with a Ring of Regeneration and go on a Map-Trek for 8-12 hrs, you end up fully healed. There are 2 rings of regeneration in the game, and 1 (well, 2) ring of Gaxx, plus I think another helm that also provides regen. Why use Cure spells Out-Of-Combat at all ? Plus you can also rest for forever and a day, maybe a couple of centuries if you wanted to, in BG2. Spamming Z button is a lot easier than clicking cast button, scrolling to find the Cure spell, clicking the target, waiting for a walk-over, a cast, and an effect, and then checking how many HP left to heal.
PPS : 8-44 skews the balance hugely in favour of the 29 HP blue bottle. Potion of Healing.
Edited by Zyraen, 17 April 2011 - 10:29 PM.