Starman said:
I'd have to double-check the exact rule, but with one of the cleric disciplines, allies can heal themselves by taking an action to touch some part of the cleric. The cleric can still cast cure ___ wounds, but this allows the party to gain healing without expecting the cleric to be the one doing most of the work.
There are no
Cure spells.
As a playtester, it has worked pretty well (been using this system about six months). There are two different Divine Disciplines that heal. The "touch my saintly robes and heal thyself" discipline (
Divine Presence) and the more standard
Healing Touch discipline. The
Healing Touch heals a bit more, but the cleric must still use his action to heal. Of course, at low levels, the limit on the number of people you can heal can lead to some tough choices!
I built a fast cleric (with the
Celerity domain), so I can get to people quickly and heal them. The
Divine Presence didn't seem as useful for my concept, but I think it's cool. I took a few advancements for
Healing Touch, too, so my cleric can harm undead and heal more (2 dice instead of 1 die).
I have not taken the
Turn Undead discipline, and don't really plan to take it, but without it fights against undead are, well,
fights.

It looks really cool, though, because at high levels you can turn demons and evil casters.
I wasn't sure how I'd like the discipline system at first, but I am really enjoying it in play.