This game is incredible! I did a quick 5 minute overview for anyone wanting to learn more, but you should absolutely pick this one up!
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1. The values on 42 and 71 are the same, both Heal 2. You might be looking at an older version of the PDF if they are not the same.
2. Two characters can occupy the same space, though the rule for dealing +1 Harm has been removed.
3. The sword no longer hits at Same range.
The videos were recorded with an early version of the rules, so you should look at the most recent PDF for the updated rules instead of the videos.
You can reap all the components at end of a fight if you are adjacent to them.
Because you assign all your dice, the spell is being cast, just not resolved yet. So anything you get from the scythe can be pumped into that spell you've assigned a die to.
It's definitely something you design on a game by game basis, or based on the group! If your group prefers low lethality and they want that maximum badass feeling for every fight, refilling them to full for a fight works great.
1. You can absolutely just make an attack with an enemy during the GM Turn.
2. Part of the game is that resource management, so I shy away from the idea of starting at being fully restored for each fight. In LIGHT, I write about the idea of including "Wells" which are recharging stations sprinkled throughout a mission, but they are limited in number and effectiveness. You can certainly increase the amount of recovery, but generally I think that takes away from some of the tension of maintaining those resources across a session.
Thank you very much!
The LUMEN 2.0 framework hasn't been formally written up yet. I'm still working on it as I make these games using it, until I feel like I have a good grasp on what I want it to be.
It doesn't exist yet, but it will be more of a "here are the changes from LUMEN" sort of thing instead of a brand new creator kit.
It will work under the assumption you know how LUMEN works.
1. Writher doesn't place one in a space that already has a pod.
2. Like you mentioned, you don't have to assign dice. If you can't hurt anyone with the spell, or the crown's effect wouldn't be triggered because you aren't dealing harm, then you don't suffer the negative consequences. You apply the effect once per round.
A. That's correct, it can't give you +2 Harm if you aren't dealing some sort of Harm to begin with.
B. That one is more open to your interpretation. I can see reading it either way, boosting or not boosting the Cleave damage. Personally, I would read it as only boosting the primary harm of the weapon, and the Cleave effect is still just 1 to the adjacent enemies. But! I can also see a cool reading where the red crown fills you with rage and your Cleave is extra potent. I leave it in your hands to interpret it the way you'd like!
You don't have to select your starting equipment randomly, unless that's what you wanted to do.
After that, you pick which realm you want to explore first. I recommend the Grim Coast included in the book. From there, read the opening pages of the realm. It will teach the realm's rules and anything you need to know. When you're ready to start, you start at Point 1 on the map, and are in exploration mode. You can move between connected points, completing actions, until you do a fight and go into combat mode. Do that again and again until you kill the rune lord!