FireLance said:One way I'm planning to house-rule Devoted Spirit healing maneuvers to avoid the problem of summoning a creature just so that the crusader or warblade can hit it is to rule that they don't actually heal hit point damage. In one of my games, I'm planning to use a variant VP/hp system, and Devoted Spirit maneuvers will only restore VP. In a more standard game, they could provide temporary hit points equal to the amount that would have been healed, subject to the cap that a creature's actual hit points plus his temporary hit points cannot exceed his normal hit point total. These temporary hit points expire at the end of the encounter if they were not used up by then.
This doesn't address the extra effects of Strike of Righteous Vitality, but it does cut down on most of the hit point recovery issues (at least for me).
The problem you have with that house rule is that the strikes become a lot less attractive than the alternatives (there are a lot of great manuevers) and then you get tempted to house rule the others too, and it becomes one big slippery slope.
I think the strikes that heal, are pretty balanced by their level, the fact that your opponent must be a different allignment and pose an immediate direct threat (really any DM that allows use outside of a hostile combat situation is being way too liberal, the intent is abundantly clear), and that you only get one attack which if it misses (a decent possibility at any level really) is completely wasted, unlike a cure spell.