So I'm trying to make a button easier for some of my players. I would like for my player, whose character is a jewelcrafter, to be able to press one button, make a couple choices, and see on screen whether his roll beats the DC. I've done something similar for a fletching character. The problem is that fletching has a standard set of rules for increased DC for better arrows: shaft type sets the base DC, then different points, fletchings, and nocks all increase the DC by a set amount per type. That button was easy enough to create thusly: /em sits down to make some arrows /w gm ?{Shaft|Wood,10|Bone,13|Ceramic,16|Steel,19} ?{Point|Steel,0|Silver,3|Velium,6|Acrylia,14} ?{Fletching|Round,0|Parabolic,5|Shield,10} ?{Nock|Large,0|Medium,1|Small,3} Tradeskill (fletching): [[1d20+@{Tradeskill (fletching)}[ranks]+@{Wis mod}[wis]+2[masterwork kit]+1[synergy]]] vs DC [[?{Shaft}+?{Point}+?{Fletching}+?{Nock}]] I want to make something similar for jewelcraft, where he can choose the metal and the gem and it outputs the DC based on what the metal/gem combination would be. Unfortunately, I can't just put a base DC for each metal and add for gems as they don't quite work that way. For example: Gem: Carnelian; Metals with DCs: Silver, 8/Electrum, 12/Gold, 18/Platinum, 22/Velium, 27 Gem: Amber, Metals with DCs: Silver, 9/Electrum, 13/Gold, 19/Platinum, 27/Velium, 35 Gem: Azurite; Metals with DCs: Silver, 10/Electrum, 14/Gold, 20/Platinum, 26/Velium, 32 Just to show the earliest discrepancies. I would love to just use the lowest DCs per metal and add based on gem, but the gems don't add DC equally for each metal. Is there a way to create a table that the macro can pull from based on inputs of gems and metals?