Erik Bauer said:
Interesting... here we can start to have a look at the very mechanic of it.
It is still too tied to Strength for my tastes (8 dies against 4), but maybe the yellow ones will be more important. Moreover a 0-4 variability on skills seems a bit few to me (I'm used to % system) and I guess houseruling that would be striclty tied to the availability of yellow dies inside the box(es).
Considering that variation for skills in WFRP2 was actually Untrained/Trained/+10%/+20% (only four levels in total), and skills were binary in WFRP1, I don't see that as a reduction in variation.
As for the relative weight of ability vs skill... the skill dice (yellows) are 6-siders, while the ability dice are 8-sided. We know, from the seminar video, that the yellow skill dice have at least one blank side, one showing a hammer (a success) with a little plus icon beneath it, one showing an eagle (a boon result), and one showing a twin-tailed comet (unknown effect at the moment, but extremely likely to be beneficial). The other two sides, I've not yet seen, but there are a couple of possibilities that spring to mind.
Assuming the unseen sides are a hammer and a blank, the chances of rolling a success on a skill dice is 33% (2 sides out of 6), with a 16.67% chance of getting a boon, a 16.67% chance of getting whatever the comet represents, and a 33% chance of nothing.
Alternately, the two unseen sides are both hammers, which changes things to 50% success, 16.67% boon, 16.67% comet of indeterminate benefit, and 16.67% chance of nothing.
The eight-siders apparently have four hammers, two eagles and two blank faces.
That's a 50% chance of a success, a 25% chance of a boon, and a 25% chance of nothing.
Using the first assumption about the skill dice, it appears that the ability dice are more important (higher chance of success, higher chance of a boon, smaller chance of nothing), save for the presently-unknown nature of the comet symbol.
Using the second assumption about the skill dice, it appears that they're a little ahead of the ability dice, having a smaller chance of nothing, the same chance of a success, and an unknown beneficial effect in the form of the comet symbol.
Common sense (something which hasn't let me down so far in regards to speculating about the mechanics of WFRP3) suggests the latter is more likely from a gameplay perspective - skill dice being similar to, but slightly more beneficial than, the basic ability dice that everyone rolls makes good sense, and makes those trained and skilled notably better at their preferred tasks than amateurs.
It does seem, however, that stance and context plays a larger factor than ability or skill - difficulty dice (purple d8s) and misfortune dice (black d6s) seem to consist of bad results, while fortune dice (white d6s) consist of good results (three hammers, an eagle and two blanks), and the stance dice (green and red d10s, for conservative and reckless, respectively) seem to contain a lot of successes (in the case of the reckless ones, multiple successes on a single face).
Like you, I'm a veteran of WFRPv1, bought it the first day it appeared on shelves here in Australia. So I've been following these recent developments with keen interest.