Just like the title says, I think it would be beneficial to RP, immersion, and even possibly server economy, if Healing Kits no longer provided actual healing, but rather just gave non-stackable Temporary Hit Points.
The reasoning for this comes from what a Healing Kit actually is. See below. Or stop here, if you just wanted the TL;DR of the above.
Herbs, bandages, and salves — that's what a Healing Kit contains.NWN2DB - Healing Kit wrote:A healer's kit contains various herbs, bandages, and salves, all of which can be used in conjunction with the Heal skill to heal wounds, cure poison, or remove diseases.
Compared to actual healing, which either requires prolonged rest, magic, or a potion with restorative properties (Cure Wounds), the contents of a Healing Kit are more appropriate for battlefield triage. Similar to what a combat medic might be carrying. Tools to get the injured either back in the fight for some time, or at least well enough to get back home for further treatment and rest.
Therefore my suggestion is this:
Change Healing Kits to provide 1d20 + Heal skill + Kit Bonus of non-stacking Temporary Hit Points to the target, up to a maximum of missing real Hit Points.
Example:
With such a change actual healing magic, whether through a spell or a potion, are now much more impactful. Gone is the Healing Kit spam after or even during a fight to regain Hit Points, and the only way to spam back up to full heath is through Cure Wounds potions, a Potion of Heal, or their respective spell counterparts.Darryl has 300 Hit Points, and gets injured during a fight, dropping him to 285 Hit Points before the fight is over. He quickly pulls out a Healing Kit+1, and due to his 30 Heal Skill gains 51 Temporary Hit Points. He is only missing 15, however, so he that's all he gains. His total Hit Points are now at 300, out of which 15 are Temporary.
Carl, on the other hand, only has 200 Hit Points, and was injured far more, dropping him to 120 Hit Points. He too pulls out a Healing Kit+1 as well, but has 0 Heal Skill. It still bumps him up to 141 total Hit Points, out of which 21 are Temporary.
Darryl sees that Carl is still injured, and helps him recover, by applying a Healing Kit+6 to Carl. With his 30 Heal SKill, and a +6 Bonus from the Healing Kit, Darryl gets Carl back up to 176 total Hit Points, out of which 56 are Temporary. Whatever Temporary Hit Points Carl gave himself were replaced by the ones from Darryl.
Healers, as in characters investing into the Heal skill. now also gain more of a benefit from that investment. Healing Kits used by them now has much more value than when used by others, who don't invest into the Heal skill. Without making them near-unkillable due to Healing Kit spamming, where they currently heal the target up to 70 or more per use.
Clerics, druids, paladins, favored souls, bards, and spirit shamans — the classes able to cast healing magic — will also find more use in having actual healing spells in their spellbook through this change. This simply due to the removal of spamming Healing Kits to regain lost Hit Points. Now they have to manage their spells more to maintain resources for a fight, rather than be simple buff-bots prior to said fight.
Considering the cost for a stack (10) of Healing Kits+1 is about 800 gold, they are far superior to any other form of restoration magic for their cost, even more so with the aforementioned investment into the Heal skill.
A Potion of Heal costs about 1100 gold, and heals 110 Hit Points.
A Cure Disease Potion costs about 250 gold.
A Lesser Restoration Potion costs about 60 gold.
Combine all three, and the total cost is about 1410 gold. Without any investment into the Heal skill, the same can achieved for about 480 gold (6 kits), or about a third of the price. Granted, it takes twice as long, with 3 potions taking 3 rounds, whereas 6 kits take 6 rounds. However, for the sake of argument we're only looking at the gold cost here, since most Healing Kit usage is outside of combat, where time is less of a factor than in-combat.