Yeah, skills are associated with a characteristic. WS is based on Strength, BS on Agility.
Hellebore, what makes you think they'll all have the same stats? They could just give you 15 points to spread around, and use the career card's suggestions for primary characteristics. It's also possible that you just start off with some predetermined number in each of them. Maybe you roll for it -- roll ten dice, count the hammers. I haven't seen anything to tell us one way or another.
I'd expect if the stats are always the same that they'd be printed on the career card. But maybe they're set by race.
Simply through the lack of variety you get with making it a dice pool system. Unless they are willing to have Strength 40 (dice that is) you can be pretty sure that there will be very little difference between stats and thus characters in the same career will have pretty much identical stats. When the stats are compressed down to so few numbers, each becomes far more important. Thus players will preferentially create optimised characters.
It's set up in a similar manner to D&D and until we can see how the game is structured I won't be able to tell if it will PUNISH you like D&D does. Punish you for NOT optimising your character.
In WFRP2 Strength was more than the SB. A S39 character may have only had a SB of 3, but they had a pretty good chance of beating a S40 character in a wrestle, or pick up the same amount of stuff etc.
I don't like games that cannot represent differences between characters physically and mentally. I don't like the D&D system of attributes because they are so limiting. In this everyone will be the same or very similar strengths. They will increase at the same rate, they will be identical in characteristics. It is virtually impossible for two people to be identical in strength or agility. WFRP2 could represent that, WFRP3 cannot.
This is what i said at Strike To Stun:
Two paladins played to optimum efficiency along the same routes will also have identical abilities. They will look like mirror images of one another.
Two ratcatchers will start with random starting skills/talents, a wide spread of stat values and will at the end of the career have a list of the same skills and talents. One might have a low toughness (always sick from the sewers) and another low fellowship (sewer gas permeates his pores).
D&D not only does not reward characters played with anything other than optimised characters, it pretty much punishes you for doing so due to how heavily abilities are tied into attributes and the rigidity of the ENCOUNTER system.
Not everyone ends up in a job of their choosing. Not everyone is the same level of greatness at their job as another person in that field. But if a scribe becomes a trollslayer and a soldier becomes a trollslayer their stats will be TROLLSLAYER, whether they're good at combat or not. You can come up with as much apologising as you want to try and explain how two completely different dwarfs with different skills, abilities, experience physical prowess ended up as IDENTICAL trollslayers all you want, but it's still a cop out and an excuse for abstract and simplified game design.
WFRP characters will look different. You can look at a two character sheets and immediately see their phsyical and mental differences. It would be virtually impossible for two characters to have identical starting stats in WFRP.
You could say that a character's individuality is all in the description and RP aspects using chess as an example. This pawn is harry and this pawn is larry. They both do exactly the same thing but they are completely different.
There is a point at which the statistics used to describe a character really do have to take some control.
The stats and skills are how characters are represented. It gets a little old if you've got to say every single time 'actually my troll slayer has big THIGHS for his strength while Bob has big BICEPS. We have identical strength values but we are TOTALLY different.'
That's just creating a facade to produce individuality where there isn't any.
Obviously though I'm one of very few that thinks an RPG should try to emulate characters more rather than less. the D100 system of WFRP created satisfyingly different characters in both rules and RP. There IS a difference, so what causes it? Rather than, there ISN'T a difference, so how can we come up with a way to create one that ends up doing nothing.
Later i thought about it and came up with a method to use WFRP3's rules to generate that difference. You roll a D10 for the units of your ability and if it is equal or below it then you get an additional die, just as if your stat was 1 die higher. So someone with WS 36 would get 3 dice and a D10. On a 6 or less they would get a 4th die to roll. Thus making the incremental changes to stats important and distinguishing characters from one another more. Considering this is a dice pool mechanic, I don't think a single D10 rolled with every pool will matter in the long run.