So, I actually read his review. I agree there are advice inconsistencies between skills, however I don't agree with it being due to sloppy/ignorant design. The way I've looked at it is "skill relevance" for lack of a better term. Take the Lore skill (no matter which one). Overall, it can be considered a minor skill when compared to Ranged or Brawl, for example, but can be very useful in guiding what a character knows. To let some piece of relevant information "slip" through on a failure, while still feeling the pinch of failure (you don't know the whole bit) is perfectly acceptable. It's not game-breaking. Cutting down hacking time for Computers while doing something else for Survival is acceptable as they have different flavors. If your group lets the 6 successes rolled on a Survival check to find sustenance mean you not only found food for days, but shelter as well, awesome! Rolled another 6 successes, this time with 4 Advantage, to find a safe path to the enemy base? Great! Perhaps travel time is cut down and you end up in an advantageous spot to spy on the enemy. Again, the symbols lend mechanical weight to the moment's narrative, guiding the story, not controlling it.
Rolled really well but can't figure out how your character's actions would apply them to an ally who's nowhere near you? It's narrative in regards to the story, not just the rolling character's personal universe. Let those Advantages push the story forward as a whole, not just in regards to that one action. Or, as has been stated many times, don't use them.
Although there's advice on what to do with the symbols, all they really do is give mechanical guidance to what in most games, ends up being hand-waving.
One example I love is how most games would handle making a melee attack, but wanting to get some mechanical benefit from kicking an opponent as well. In many games that would be two actions with or without penalties, splitting a dice pool, one action with penalties, a power, just not possible, etc. With this system, when you slash at the Stormtrooper and hit with Advantage, you can say that you cut him, then kicked him back/knocked him down/stunned him with the pommel/inflicted a terrible wound/disarmed him/etc. You don't need to reference charts or do fancy math, you just go with the flow and create memorable moments.
Another fantastic, often-overlooked gem are the "modifiers" of Boost and Setback dice. They're a great way to change the difficulty of actions with ease in a story-enhancing way. Add in Talents that remove Setback dice and the system strengthens, especially for characters who have those abilities.
The system works and works well. I've had novice players dive in right away and love it, then go to another system and comment that they miss the FFG system. To me, that shows the system's strength.
This is a VERY good point. Justin has assumed that skill results should be normalized. But is Lore really equal in value to Ranged (Light)? Maybe it SHOULD have easier "win" criteria.
Okay, now I out the tablet down and sleep.