One interesting thing I've noticed with EotE is that without a reference in front of the player I'm either having to remind the table what their advantage/threat options are, or I'm watching them default to 1 or 2 results simply because they can't remember the available spectrum, or they don't want to pause the action to dig through the book. I'm sure that will improve with experience, but it didn't seem to be as prominent of an issue with my Warhammer table. It's not stopping the show in a Pathfinder/research sense, but there is a noticeable lag. Several of my EotE players are already making custom action cards for their talents and reference cards for dice interpretation so maybe that will improve.
It sounds like the EotE symbol-dice implementation is suitable for casual roleplayers as long as their GM is prepared to do a fair amount of look-up for them. Is that a reasonable assessment?
How do EotE dice compare to v3 dice in terms of providing narrative "levers" for players and GMs to drive the story forward? The skill lists in EotE Beta seemed pretty rigidly codified, which IMO suits WFRP3e's implementation of symbol dice as "action descriptors" better than WFRP3e's generic skill lists. Any innovations in EotE to empower players with more narrative choices, or do the symbol dice still function primarily "action descriptors"?
I would say at least initially the GM will have a little legwork to do until the players either make a reference, or simply memorize the options. Either seems to be easily obtainable. The results charts aren't particularly large. This game, especially with the excellent Beginner Box, is highly welcoming and accomidating to new rpg'ers.
Narratively, the advantage and threat symbols are basically boons and banes. Weapon criticals trigger off advantage or Triumph (an upgraded boon, basically). There are a few charts with mechanical resolutions and usually at the bottom of the list the player sees an option to "notice some detail in a scene". This provides a little narrative encouragement. The bulk of the story telling flair, though, comes from Destiny Points. These are basically Fate points or Savage World bennies for anyone who's played those systems. A shared pool off "light side points" for the players, and "dark side points" for the GM are decided at the beginning of each session. When one, say a light point, is used it gets flipped and becomes a dark point. The push-pull economy ensues. You can use the destiny points to upgrade dice pools for mechanic purposes, or you can use them to make "declarations" about a particular scene. An imaginative table can run wild with this outside of purely mechanical purposes. Not exactly how I would approach that kind of mechanic in a 40k game, though, except perhaps setting up a chaos/zealot kind of exchange.
All in all, even though my table is running a sort of Firefly shoot-em-up game, there is actually a lot of narrative possibilities with EotE, but the methods that you would achieve that are very elementary and left to a certain degree of creativity, mostly on the side of the GM encouragement and setting an example with creative use of the Destiny pool. There are some politico, trader, and scholar specializations for social-minded players but they might find themselves in an odd experience next to bounty hunters and smugglers unless they were really into playing a Shadowrun "Face" archetype. I was actually running a Fate game for that group called Bulldogs! prior to Edge and we switched because of a shared love for the setting. There are so many general similarities in the narrative style of play that It took all of 10 minutes to teach the system basics and start rolling through a tutorial adventure.
Edited by Keeop