PSA: Assurance in Medicine is one of the few things I would call a newb trap in #pathfinder2e
If you are at all building towards being good at Medicine then past 6th level Assurance Medicine actually lowers your healing and endangers your allies if you use it with Battle Medicine.
If you are at all building towards being good at Medicine then past 6th level Assurance Medicine actually lowers your healing and endangers your allies if you use it with Battle Medicine.
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At that point Assurance is locked at a value you have almost no chance of failing anyway.
In battle, the success healing you get from Battle Medicine around this point is roughly that of any one instance of damage from an enemy close to your level.
So if you are using it to get an ally up rather than keep them up?
Some people that think PF2e is brutal and require optimization likely take Assurance Medicine and use it this way.
If this weren't how "when you roll" & "if you roll" work then there's literal errata in the game that does nothing
After which you are literally delaying way better healing support for a feat to avoid a basically non-existent chance that you can Hero Point.
"Oh but what if an ally is Dying 3 and-"
*SLAP*
I repeat, if you are at all building for ANY SKILL, you can usually smoke any DC Assurance can hit.
It's for dodging penalties, not being scared of 5% odds
(I agree with you, even my characters who suck at medicine and just put in Trained are able to hit a 15)