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.
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!