I'm not sure how you're defining 'clunky' and 'not-clunky' - is the objective to have a dynamic <select> where the player can choose an item for each hand? Or is a checkbox in the repeating section acceptable? Rough example: Left Right Name Details [x] [ ] Shield Is a shield, does shieldy things [ ] [x] Sword Inflcits hurt [ ] [ ] Stick Provides +5 Dodge if equipped The above is definitely achievable, but if you want some kind of dynamic drop-down, you might be able to experiment with the new faux-jQuery on the dev server. I believe you can add classes to an <option> element, so theoretically you can use the new functionality to toggle the visibility of each option in a <select> via toggling a class. No idea if this works - anywhere outside of Roll20 you'd just manipulate the DOM to add and remove options. If using a checkbox is an OK option, it's not overly difficult, but it might fall under the 'clunky' heading for you. Another important factor - are you planning on using the newer startRoll() functionality via action buttons, or just the old roll buttons? You can eliminate the clunk, and create some very interesting functions by combining startRoll() with asynchronous coding - if you're willing to go down that path I've done something very similar to what you're trying to achieve. I wouldn't try to turn it into synchronous code & roll buttons though - too much clunk. The best option for a synchronous version is exactly what GiGs suggested straight up - you need to copy the entire repeating section to non-repeating attributes. This can still be done with a single getAttrs & setAttrs - I'm not sure how 'clunky' I'd call it - the code is relatively straight-forward and not particularly inefficient. But maybe not 'elegant'. Happy to post examples of async versions if it helps - I've done almost the same thing as you're trying to do, except only one weapon is "readiable", not one per hand - a minor detail though. But it is all async code, and leverages the async nature of startRoll() to keep the code clean.