Version 1.0.2 of the Inner Core Rules Released

Inner Core Rules

A lot of people have been playing All Us Gamers RPG and have sent in feedback and questions. For the Inner Core Rules there has been no need to make changes to the rules but there has been a need for some clarification.

So version 1.0.2 has a new version of the Dice Engine page that clarifies how the process works, and adds two new named Difficulty Numbers, Challenging (10) and Very Hard (14).

All Us Gamers Dice Engine
The Dice Engine Diagram (v2)

The question has also come up about the use of Focus when the GM has simply decided how things turn out rather than use the Dice Engine. These two paragraphs have been added:

If the outcome of the action has been decided by
fiat instead of a dice roll then, if the GM has decided
the outcome is the best that can be achieved, the
player cannot gain anything by using focus.


If the GM considers that focus could help then
either the GM, in consultation with the player,
determines the improvement gained by the use of the
focus, or the GM determines how many fail dice the
current situation entails, and the DN for them to beat.
The player rolls the fail dice and discovers how many
new success dice are added. Resolve the outcome
change accordingly.

Focus Section : Inner Core Rules

Everything else is minor tidy ups.

There is a slight functional change on the way for On Aptitude on its way, to do with how Adventure Points are gained when the players achieve an objective. Its a tidy up and allows slightly more points to be gained if you really push it.

The Book of Struggles Combat Toolkit is about 50% complete, but not enough play testing yet.

The setting Mists of the Carpathians has started construction and already housed its first adventure.

And for those that have asked, here is how the three core books hang together.

Core Books Integration
How the three core books work together

Doing the Dice Engine on Roll20 II : Macros

I explained how easy it is to do the handful of d20 rolls for the Dice Engine on Roll20, but with macros you can make it even easier and get it to help with remembering the relationship between aptitude and the number of dice to roll.

A macro is just a stored instruction with an easy name. In this case we are going to make macors with the names a0, a12, a35 and a6p. These represent aptitudes of 0 (a0), 1 or 2 (a12), 3, 4 or 5 (a35) and 6 or more (a6p). When you invoke them they will roll the correct number of dice for the aptitude they represent, plus the wild dice. Note that you use the same macros for negative aptitude, you simply treat the results differently by removing excess high dice, instead of excess low dice.

To make the first on, go to the collections tool.

Click the collections icon

Then press the +Add button next to the heading “Macros”.

In the dialog give the name “a0” and in the actions pane type “/r 5d20”.

Save it. Mission accomplished.

In the chat screen type “#a0” and press return/enter twice. Dice should roll!

However having to type all that is still too much of a nuisance, so go back to the collections panel. Next to the macro you should see a check box for “In Bar”. Check that on and you will have a nice little button to press.

Do the same for the following macros:

a12 -> /r 6d20

a35 -> /r 7d20

a6p -> /r 8d20

And then you have a nice collection of quick dice rolls and can focus on just playing your game.

Doing the Dice Engine on Roll20

I play test the All Us Gamers system online using Roll20 and Discord.

Roll20 does not have any specific support for All Us Gamers so how do I do it in a convenient way?

That’s easy. Roll20 allows you to roll dice in the chat using this sort of notation. /r 6d20. That reads “roll six dice. The dice are 20 sided.”.

“What about the wild dice?” you ask. Simple, the first result is the wild dice.

Here is an example.

In this instance the aptitude was a negative value for a specialised task, so 5 dice at disadvantage (keep the 4 lowest numbered after rolling them) with a difficulty of 12, and the wild dice with the usual difficulty of 10.

The notation to summon this is “/r 6d20”.

Five dice plus the wild dice on the left.

So the wild dice ( a 6 ) fails. Of the five other dice I keep only the four lowest, so one of the 20 results is discarded, leaving 17, 14, 10, 20. Against a DN of 12, only the 10 becomes a fail dice.

So I have two fail dice and three success dice. I spend one of my precious focus points to re-roll the fail dice against the DN of 12.

The notation to summon this is “/r 2d20”.

Two fail dice are re-rolled.

Remember, the wild dice is gone. Once it becomes a fail dice or a success dice its just one of the gang, so to speak. So against the DN of 12 only the 16 is a success, taking the success total to 4. That is an extra success result. Huzzah!

Next, lets make handy macros