I answered your other post about editing sheets. Playing without a sheet is possible, but is not as pretty. I'll list a 3-step process that works really well, but takes a little time to set up. Once set up though its very smooth. First, understand that in the old days, character sheets didnt exist, and we all used the Attributes & Abilities tab. You can enter attributes there (though they aren't well-presented), and you can add macros relevant to a character there. Step 1: create a single sheet, with all the Attributes that are standard for your game, with their base values, and create this as a blank template character. Whenever you create a new character, copy that template, rename it, and update the Attributes there. Make sure that new character has a token, and the Represents By dropdown is set to the character. Step 2: Create a Macro Character . This is a separate character sheet just for universal Macros. In the Journal Settings, leave visibility blank, but in Edited By set it All Characters. This means this is a character that doesnt show up in any player's journals, but any attribute or ability on the sheet can be used by players. Now, create an Ability on this sheet for every common roll you want to use, and have them set up to be usable by anyone. You can expand this list later, you don't have to get it perfectly right away. You can also use queries to cut down on the number of abilities (like, one ability for all stat rolls, with players being prompted which stat to roll). To make the abilities on this sheet usable by anyone, you want to use the @{selected|ATTRIBUTE} syntax, so that they draw the attribute values from the correct character. Step 3: Create a Chat Menu , which includes calls to all the abilities above, but presents them as a list of buttons, and you have the ability to lay them out using the default roll template, to present them better. So you can print this menu into chat, all players see the buttons and you You could have a different chat menu for each category of rolls (like, one prints out buttons for each saving throw, another prints out buttons for each skill roll, etc.) You can also use the default roll template to print a rudimentary character sheet to chat, showing current values of important skills and attributes for the selected character. This takes a little bit of effort to set up, but you only have to do it once, and once done, all your players can benefit and it'll streamline play a lot. Characters with individual powers or attacks will need to use their own Abilities sheet to create rolls for those. But you have the Attributes for them, which handles upgrades well. And you could go further and create a chat menu for all cleric powers, all wizard powers, etc, and even have separate character sheet templates for each class. It just depends how much work you feel your game needs. That said, this approach might not be great for a system with as many stats as D&D. Still it's the best way to handle games without character sheets.