Is there too much healing?


Combat & Magic


A few players in my group think that the Channel Energy gives way to much healing to the party, It makes clerics way more powerful then before, they believe that this ability eliminates the need for all the cure spells and makes Heal about the only "Healing Spell" you will need

What they thought would be better is if there was a feat chain that would allow you to heal your party memebers instead of just giving it to all the clerics and the same for doing damage to everyone is a 30 ft burst

What do you guys think?


I certainly didn't feel like the cleric in my campaign had too much healing. At 3rd level with the healing domain he still used up his channel energy and his spells mainly with healing. I don't know how this will work out at higher levels, but right now, this seems to be the case.

Liberty's Edge

My groups were never fearful of, nor agreed with the "15 minutes work day" theory. BUT, after having used the new rules in Alpha 2 in my games the cleric simply has a couple of more of slots to use their more interesting non-healing spells is all, we haven't seen a change in healing power at all, really.

-DM Jeff


I just started a group on Burnt Offerings, and I found that the cleric seemed to have just enough healing ability.

Sovereign Court

DM Jeff wrote:

My groups were never fearful of, nor agreed with the "15 minutes work day" theory. BUT, after having used the new rules in Alpha 2 in my games the cleric simply has a couple of more of slots to use their more interesting non-healing spells is all, we haven't seen a change in healing power at all, really.

-DM Jeff

Same here, I haven't played the rules yet but I was excited for clerics to get the chance to use their other spells instead of blowing them all on healing.

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