So, just to recap, let's look at what Cure X Wounds spells actually do:
- Cure Minor Wounds - 4hp. Average: 4hp
- Cure Light Wounds - 1d8+5hp. Average: 9.5hp
- Cure Moderate Moderate Wounds - 2d8+10hp. Average: 19hp
- Cure Serious Wounds - 3d8+15hp. Average: 28.5hp
- Cure Critical Wounds - 4d8+20hp. Average: 38hp
And what are the healing spells up against? Healing Kits. This isn't a topic about how healing kits are OP, I think they are fine. However, healing kits do not exist in pen and paper D&D (the Heal skill exists in 3e D&D but it does not restore hit points). They are an invention of NWN for its own unique needs: namely a way for non-clerics to heal in a game where the main campaign is played by a single player character and a single henchman. Healing kits can be used twice per round, don't break stealth or provoke AoOs, and in general provide much more healing than the Cure X Wounds spells do in addition to doing double duty curing poison and disease. Out of combat, characters take 20 on their heal check making the absolutely minimum one can heal with a single point in the skill and a +1 kit 22 hp, more than a Cure Moderate Wounds spell.
Just a few stats for using a +1 healing kit:
- Ranks in heal / Average healing per round in combat (2 kits) / Average healing per kit outside of combat
- 1 rank / 25 / 22
- 10 ranks / 43 / 31
- 20 ranks / 63 / 41
- 33 ranks / 89 / 54
I think it would be a safe change to drastically increase the amount of healing Cure X Wounds spells put out. The NWN game already does this on lower difficulties and its easy to see why: not to make the game easier but to try to bring them closer in parity to heal kits, but it still fails. I think it would be safe to go further.
Consider the following:
- If you wanted to make Cure Light Wounds competitive with 1 rank in heal and using +1 heal kits it would need to pump out an average of just over 20 hp just to remain even in HP, not even counting the provoking an attack. This would be something like 3d8+10hp for an average of 23.5hp healed.
- In higher tiers you would have to make a decision whether you want kits or spells to be better in the healing per round in combat or healing per unit outside of combat. It's my belief that a Cure Critical Wounds potion should be the "just a step down from a Heal" potion that its level implies it should be. Heal potions currently slam down over 150hp, which puts the (less than) 38hp of Cure Critical Wounds pots right now to shame. I don't think it would be at all unfair for Cure Critical Wounds to restore 100hp on average, or more.
- In addition to being straight up better at healing, healing kits are far cheaper to purchase from NPCs. The higher price NPCs charge for these items should indicate that they are superior products in some way. HP healed per gold spent is another way to measure one versus the other.
- No matter what values you choose for these spells the balance implications are simple. The risk of breaking things by drastically increasing healing values of spells is very very low. There might be a moderate increase in survivability of characters but no one is going to be getting anything that they shouldn't which you might subsequently need to take away. If something still appears to be too weak or ends up being too strong it's an easy tweak and you will face few complaints.
- This is an easy change. All the changes are located in a few spell scripts and can be easily done in less than an hour by pretty much anyone. No complex systems to implement, just a few numbers to shuffle around.