I've finished reading the introductory rulebook, and I'm not clear on how potent twists are supposed to be. The "gameplay example" on page 2 has a minor twist dealing Min damage to the user, but the list of examples suggests Max die instead, which is a huge difference! And the environment example on page 17 adds a number of minions equal to a Mid roll, which can be a pretty big problem.
I was also confused about the order of actions for the environment turn. Do you roll the dice first and then choose a twist, like the general rules section, or choose a twist and then roll, like the example suggests?
Also, looking at the Overcome results table, you need an 8 to completely succeed, which seems like it would happen only very rarely--even if you managed to get d12s for all three dice, that's a less than 50/50 chance. Do twists basically always happen when someone takes an Overcome, unless they have a Boost? For some of these minor twist examples, that seems severe.