All Us Gamers is intended to allow a careful balance between number handling / dice rolling mechanics and the use of narrative style game play, where decisions are made based on descriptions, without resorting to dice at every step.
In the On Aptitude module that is under development this can be seen in the way character attributes are described. Here is the current table of character attributes:
The aptitude values, ranging from -2 to 2, are to plug into the dice engine. However the descriptive names are important too. When a game master and player are working through what happens in a situation, the descriptive names provide insight into the judgements being made. Should the action or save just be determined by fiat, or would a dice roll make sense here?
For example, a wooden beam has collapsed onto someone and another character is trying to shift the beam off them to unpin them. A normal strength person could probably do it with some exertion, so a character with Herculean strength should perhaps just be given a “yes ok”. A Puny character might get a “You are going to need a lever to even try”. In between those extremes go for a roll, with disaster results perhaps giving a strain injury, and incredible success being a “You lift the beam and hurl it aside” description. For the Herculean character you might roll to see how well they do the job, and if they avoid accidental side effects. For the Puny character, if they are in dire need and have no lever around you might roll to see if they get lucky but would require some negative cost.
This is where role playing game rules differ considerably from board game rules. The RPG rules are more to act as guidelines, providing structure when needed but also allowing the players and game master to determine reasonableness in their judgements. For an excellent take on the idea of role playing game structures consider reading the extended essay about game structures at The Alexandrian.