I don't think that healer's kits adapt to the game's difficulty setting, but potions do (I think potions do max healing below Hardcore difficulty setting). I know that in Hardcore and Very difficult settings, the kits have a roll of d20 + kit bonus + character heal skill during combat and there is a take 20 for non-combat use. I don't know about lower difficulty levels.
In my view, the lack of attacks of opportunity are the principal advantage of the kits over potions. The disadvantage, particularly for dexers and folks with a good dodge bonus to AC, is that a kit user is flat-footed. And, kits can be less reliable for healing unless the user has a decent heal skill. A potion of CCW can heal between 11 and 39 HP. It will heal, on average, 25 points during combat and the roll is likely to be near that average amount. In contrast, even a +10 kit, which averages 20.5 points of healing (+heal skill) is just as likely to heal 11 HP as 31 HP.
Something to consider with the kits is that, despite certain advantages, healer's kits have at least some leveling effect because they encourage people to spend points on the heal skill, something which one would be unlikely to do if the kits were not fairly common. In addition, the character has to keep adding to that skill because the kits don't scale with level.
Modifié par MrZork, 03 mai 2011 - 06:39 .