Now that the Heal power is available for personal use, Healing Trance seems rather pointless. You can get more immediate bang from the basic Heal power, and even Improved Healing Trance is overshadowed by the Control (critical) upgrade. To summarize:
Improved Healing Trance: get a free Resilience check against a Critical Injury. Difficulty as per critical chart.
Heal, Control (critical): get a Medicine check against a Critical Injury. Difficulty fixed at Hard.
Given that:
- a Healer will probably have a better dice pool for Medicine than Resilience
- the Control (critical) upgrade difficulty is fixed at Hard
- the XP path to Improved Healing Trance = 50XP, to Control (critical) = 45XP
...the Control (critical) path seems a no-brainer. The whole Healing Trance tree seems pointless. I suppose a Force user could use it while knocked out...that's *if* the GM would let him commit a die. As a GM, I'm not sure I would (committing a Force die would require conscious action IMHO). In any case, that seems like a pretty limited application, hardly worthy of a talent.
Regardless of changes to the Healer tree, I think the Control (critical) upgrade should be modified so that the difficulty is the difficulty as per the Critical chart, and requires an extra Force pip.
Proposal:
1. Replace Healing Trance (5XP) with Grit.
2. Replace Healing Trance (10XP) with Resolve.
3. Replace Healing Trance (15XP) with new Force Talent - Enhance. Enhance is basically Stim Application, but with the Force. Make an Average (PP) Discipline check, target suffers 3 Strain.
4. Replace Improved Healing Trance with Natural Doctor
5. Replace Natural Doctor with Master Doctor
Thoughts?
Edited by whafrog