Kerrick
First Post
Thanks, Hrothgar... you summed up the problem quite nicely. I think it was all the numbers that made your head spin. Apparently I misread your post. Sorry. 
I figured my solution would be a bit complicated - that's why I wanted to ask for opinions. My solutions generally tend to be that way until I can refine them a bit.
Regarding basing extra healing on the target's HD: It could work, except that you'd have to know the target's HD. In the case of inflict spells, I don't seriously think the DM's going to just tell you... which means he'll have to figure it out himself, which makes more work for him. By basing it on caster level, the entire burden is on the caster (the player, most times).
Going back to my version: Would it be less complicated if I simply dropped the +1 point/level and made it (base dice + additional dice)? For example, cure light wounds would be 1d8 + 1d8/2 levels. You wouldn't lose a whole lot, overall; a cure serious at max level (L20) would heal/inflict 49 points instead of 74. This would power them down a bit, while still keeping them viable for their level, and lower the complexity factor.

I figured my solution would be a bit complicated - that's why I wanted to ask for opinions. My solutions generally tend to be that way until I can refine them a bit.

Regarding basing extra healing on the target's HD: It could work, except that you'd have to know the target's HD. In the case of inflict spells, I don't seriously think the DM's going to just tell you... which means he'll have to figure it out himself, which makes more work for him. By basing it on caster level, the entire burden is on the caster (the player, most times).
Going back to my version: Would it be less complicated if I simply dropped the +1 point/level and made it (base dice + additional dice)? For example, cure light wounds would be 1d8 + 1d8/2 levels. You wouldn't lose a whole lot, overall; a cure serious at max level (L20) would heal/inflict 49 points instead of 74. This would power them down a bit, while still keeping them viable for their level, and lower the complexity factor.