VYRAGO: I think this narrarative dice issue is going to cause problems for some. new players will probably love it, as it 'spices up' otherwise mundane dice rolling. but creative roleplayers will start to see the same results over and over and wish for something more.
Bear in mind that I only know what I've picked up from the internets. This is what I've put together so far, for what it's worth.
Think of any action you might roll for, whether it's a combat action, lockpicking or a drinking contest. Each situation should be unique, because you're roleplaying. Each lock is different -- the lighting, the amount of time you have, the picks in your kit might not be good for this one. Whatever. You've roleplayed your way to this point, now it's time to roll. The dice add some story element. Hourglass=Time was a factor. Comet=Faith was a factor. Sun=Smarts were a factor.
Succeed or fail, you would have some story element to work with. It's totally random, so you should ignore it if it doesn't help. But if it does help the story, then that drives the next action, maybe in a significant way.
It's going to be different every time, because each situation will be different. No two locks are the same. Now, no two swings of the axe have to be the same. That's pretty cool, I think. It only becomes repetitive if the GM keeps putting the characters into the same situations all the time, right? The game can't make you a good GM, but it sure looks like it's trying to give you every advantage.
VYRAGO: lets assume the dangerous terrain is a shallow swamp and the player says he wants to wade into the swamp and taunt the orc into joining him in the mire and would like to prepare a savage blow for him when he takes the challenge. how would 3e handle that? I suspect there is no action card for taunt...
I don't know how much you can get done on your turn, or how many actions you can take or anything, but I think this is how it's going to go down:
Taunt should be covered by the skill Intimidate. (Or maybe it's its own action. If not, I've created the first house rule for V3. Use Intimidate.) That skill is actually listed for the Troll Slayer.
So you'd make a skill test. Opposed test: your Intimidate vs. the Willpower. I don't know how opposed tests will be handled but I'm sure the game will have them. If the Orc wins the opposed test, your taunt fails. (Oh, and you rolled a Comet.) Something about faith, faith... You threw a religious symbol at the Orc and told him to come taste Ulric's wrath. But he laughed at you and threw back a rude gesture, then told you to come get some Waaaaah! if you really think you're so tough, manling.
Now let's say your taunt is successful and you rolled a Sun along with it. Smarts. Well, that's easy. You quite calmly point out to him that he's the smallest Goblin you've ever seen, and he loses his mind with rage. Here he comes!
VYRAGO: I suspect there is no action... for readying an action to be used later.
Seriously, after the awesome you just read, do you care? Okay, V2 has a Delayed Action. If there's any place for them in the V3 combat system, I'm sure they'll be there.
VYRAGO: im betting its all self contained within your turn and you can do about 7 different things either cautiously or recklessly. Im gonna guess Charge,Melee Attack, Ranged Attack, Manuever, Cast Spell, Use Item and Dodge.
There are also around 20 basic skills listed on the character sheet, so I'd expect to be able to do a lot more, as well. And there are ways to contribute some of your character's abilities to benefit the entire group using the adventuring-party cards, which are going to affect your character (and others) in ways that we haven't really seen yet.