Before I start, believe me, I agree 100% that there is a desperate need for Errata on this subject. However, looking purely at RAW (ignoring the fluff and examples of course) it is balanced and statistically the max healable limit isn't an issue that will realistically ever come up.
I still find it weird that low-skilled first aiders have no leg up over nonskilled first aiders for a wireless medkit; to me it should just add bonus dice (and do something else with the skill limit). But still, they do have the option to use it in non-wireless mode, which is nice because hackers and noise and stuff. So that's something.
No leg up? Someone who's taken a basic run of the mill CPR/First Responder session at a job is going to have a rating of 2 so I assume that's what you mean by low-skilled. However, even with a rating of 1 they have a leg up on nonskilled.
Using an average medkit (rating 3; reasoning below) and average human runner (attributes of 3 across the board):
•
Medkit: DP = 6; Limit = 3; Heals minimum amount
31.96% of the time. Max heal of 1 (same).
•
Skill rating 0 runner (watches ER Dramas): DP = 5; Limit = 7; Heals minimum amount
20.99% of the time. Max heal of 2 (
0.41%) or 3 (only with edge).
•
Skill rating 1 Runner (watched the 30 minute first aid vid for a job) : DP = 7; Limit = 7; Heals minimum amount
42.94% of the time. Max heal of 1 (same).
•
Skill rating 2 Runner (took a very basic, day long, CPR/First Aid class): DP = 8; Limit = 7; Heals minimum amount
53.18% of the time. Max heal of 2 (
25.86%).
Is an over double success rate not a leg up? Yes the possibility for an unskilled runner to heal more with edge using a high grade medkit is wonky and First Aid definitely needs an errata but the problems you speak of just don't exist.
Spending edge won't help though, because the skill limit isn't a proper SR5 limit, it's a seperate concept.
Can they, though? Edge is used to break "Limits," as in the [Mental] part of the (First Aid + Logic [Mental]) roll. Using edge would only allow you to take the maximum number of successes allowed by your skill if you skill was higher than your [Mental] Limit.
The hard cap on healing in the rules description is not a "Limit" in that sense. It's a limit, but not a "Limit." Natch?
Um...negate glitches, reroll a bad roll, add to the roll, burn for automatic 4. Take your pick. I'm very aware that edge doesn't boost the max heal, why would anyone? Edge is not just to boost limit. In order to actually look at something you need to look at all angles not just the ones that make your points look good. You need to look at the statistics too. Metahuman dicepools can already get ridiculously high thanks to the new skill ratings but we'll look at just the straight average.
Average Medkit is rating 3 considering most places don't have briefcase size trauma kits strapped to the wall for emergancies.
Average human runner is let's say Logic 3 First Aid 3 (so has taken a full EMR - CPR/First Responder class)
• The average medkit is going to have a DP of 6 and a limit of 3. The most the medkit can heal is 1 (3 hits) and that's only a
31.96% of the time. That means the kit doesn't to diddly squat 2 out of 3. We won't even calculate glitch rates.
• The average human runner on the other hand using the average medkit will have a DP of 9 and a limit of 7. The human will be healing at least 1 damage
62.28% of the time and at most 3 damage
14.48%. So not only is the person performing better than the equipment alone, but they can use a point of Edge to increase their chances of success or to prevent geeking their bud if they really mess up unlike the medkit.
Fair enough, and that's what we're going with at my table; my problem with this, though, is that this interpretation:
Contradicts the example given on pp.207, where a character with a First Aid of 1 heals a target 4 boxes (after threshold)
Ignore examples, samples, and fluff. In SR5, as with all editions, there are some serious miscalculations across the board; see the errata threads to see a lot of examples.
Introduces a "meta-limit" in a system with an already existing "Limit" mechanic, that is inconsistent with any rule anywhere else,
First Aid is not only used to heal damage. It has more than one use. For balance they decided to give one use a maximum effectiveness. Many systems do this, I don't see the issue other than you don't like being limited.
Suggests that someone with average Logic and "Competent" skill in First Aid would be less effective working in tandem with a Medkit than the Medkit's autosoft could do on it's own,
Completely untrue if you're also comparing to the average medkit (see above). If rating 6 then no duh, that's why they are made. Also keep in mind that someone with a skill of 4 is still going to be able to heal just as much as a medkit of 6. Perhaps less often but with specializations, gear, and edge it's not hard for a logic 3, rating 4 runner to beat a rating 6 medkit on auto.
Makes a non-wireless Medkit functionally worthless to anyone who doesn't have a [Mental] Limit lower than their First Aid.
I completely agree and personally I hate the Wireless bonuses they added in this edition. It makes the game feel really cheesy. I have already houseruled in my campaign that the wireless benefit of the medkit is that it allows someone to work remotely through it (with the normal penalties of course) but the other bonuses are just there no matter what.