Hi there,
So an update on my house rule on Channel Enegy being a burst effect with different values. In play, as a DM, I like it. It makes combat more tactical, and healing not a one burst and they are completely back in it affair.
At first this took some getting used to. I had to slow everything down and explain it, but after one session, everyone picked it up and it is as if the rule had been in the book the whole time. We fly as usual through combat.
So, with my version of channel energy, 5' is 150% round down. 10'-15' is 100%. 20'-30' is 50% round down.
After battles, the party groups up and it is 150% for everyone, kind of the hands in thing, but after the game, not before.
In battle, it works well, they need to be more aware of positioning and stick close if you want the healing. The cleric usually gets in the middle as best as he can, or has to position himself behind the front row fighters to make sure they get the 150%. With creature with reach, I can usaully smack him around a bit for getting close.
I have the added math of having the cleric being a warforged, who only gets 50% of healing spells. So, 150% for him, because he is channeling, round that down, then take half of that, round down again. Ha, backfire on that, but that's okay.
In play it goes like this. Roll the dice, figure the 10-15', then those in the 50% range, then back to those directly next to the cleric at 150%. Most characters are doing the math. There is a slight hesitation for the cleric moving into optimal position on the grid, but that's okay with our style of play.
The players grumbled a bit, but they it became old hat. Like us.
Try it out!