Going to start blunt by saying this weapon aims to mimic the arm cannon from metroid, blatantly. The thing i need help right away with is, I set the "Spazer Beam" to multiply the damage outputs of the other beams by 1d3 since it shoots 3 beams instead of 1, but for some attempt at balance, being a 1d3, two of the shots could miss, leaving the multiple at a simple 1 per shot. Now, I could very easily just do [[1d3*(every other beam damage combined)]], but I do not want to do that, and instead want to integrate said 1d3 within the actual beam damage rolls themselves. The issue is I can't simply do [[1d3*(powerbeam damage)]] + [[1d3*(ice beam damage)]], since those will roll 2 1d3s separately, therefore having inconsistent results. I have made attributes for each beam, and if desired will post how they work in full (it's a bit, so I don't want to spam the post on the first message if not necessary). For a basic idea on what I did, I made a Resource on my character sheet for each beam, and have their values be either 0 or 1. Then in Attributes and Abilities under the Attributes field, I created a reference to it (example, Ice Beam) that will output two different things dependant on if the resource value is 0 or 1. I have attributes for this for the damage type, and the actual damage roll itself. Another beam I have is the Charge Beam, which is a flat multiple of 3, should its resource value be 1. I have integrated this into the other beams damage values as it would be consistent throughout. (ie the attribute ChargeBeamDamage1: "*3", and under IceBeamDamage: "1d4@{ChargeBeamDamage}[Ice] + " (making it 1d4*3 if the Chargebeam Resource = 1) (the + at the end is for chaining beams together, up to the [MODS] section of the damage roll) The goal I have in mind would be similar to the charge beam, but for the Spazer Beam. However, I cannot simply make @{SpazerDamage} a 1d3 and put that into a beam damage field, as it would simply run 1d3 several times and won't be consistent. Might there be a way I can re-use a single 1d3 to get the same value in each beam damage field? Here is my current attack damage macro for the cannon: &{template:dmg} {{attack=1}} {{dmg1flag=1}} {{dmg1=[[@{ACSBD} ([[1d6@{ACCBD}]][Power] + @{ACIBD}@{ACWBD}@{ACPBD}@{ACNBD}[[@{spell_attack_bonus}-@{pb}]][SPELL] + [[1[Crafted] + 1[Adamantine] + 1[Magic] + (floor(@{level}/10)+1*@{repeating_resource_$1_resource_left})[Infused]]][MOD])]]}} {{dmg1type=@{ACCBT}@{ACSBT}Force@{ACIBT}@{ACWBT}@{ACPBT}@{ACNBT}}} {{globaldamage=[[0]]}} {{globaldamagetype=@{global_damage_mod_type}}} (spazer (@{ACSBD}) is still in its old place, multiplying everything within the parenthesis) (For clarification, I acronym my beam attributes as "AC?BT" or "AC?BD" (AC = Arm-Cannon, ? = weapon (Power, Ice etc), B = Beam, T = damagetype, D = damageroll. C = Charge, S = Spazer, I = Ice, W = Wave, P = Plasma, N = Nova) I appreciate any assistance, if you want me to display my attributes in whole, let me know and I'll do so.