Huh, I have a different way of handling creature rolls...I make a Character for each NPC and make Ability macros for them. When I get into that encounter I have the primary attacks of the monsters checked to use my macro bar, then I just click it as the monsters fight. If there are any modifications to the rolls, like a +2 bonus for flanking, I just do it the old fashioned way...I add =). So for a Pathfinder monster I'll usually have about two abilities per monster (assuming they have special attacks or a different full attack vs. normal attack). For M&M (my next campaign) it should be easier since everything is a single D20 roll vs a DC. The main reason I like doing this is that it allows me to customize the roll and flavor text. I'll usually have an emote, i.e. /emas The kobold stabs at you! This is followed by the attack roll, usually 1d20+modifier vs. AC. The "vs. AC" shows up after the roll to easily point it out as a standard attack roll, not a touch attack or other ability. The next line is typically damage, i.e. /roll 1d8+@Str piercing damage. This lets the player know that I'm rolling damage and what kind it is in case that has an effect. In RL games my group got in the habit of rolling all dice relating to an action at once. Even full attacks would be rolled together; we'd color code the dice and announce which colors went with which attacks prior to rolling. If an attack missed, you ignored the damage dice, if you hit, you didn't have to roll again. It sped up our combats significantly, especially at mid-high level. The abilities/macros in Roll20 let me do that same rolling style so that's what I use. Other (unrelated) tips: 1) Use keyboard shortcuts...Ctrl+Shift+K and Ctrl+Shift+O to move tokens to and from the GM layer (very handy), Ctrl+S to quickly return to the select tool after drawing or measuring, and Ctrl+U to add tokens to the turn order. For copy and paste (specifically pasting) I recommend using the right-mouse paste as Ctrl+V is unreliable. 2) Start planning the next map while your players are finishing up the current one. I found I can get a lot of mileage by messing with other maps while players are deliberating about their actions or when they're dividing loot after a fight. Once the players are done all you have to do is drag the players bookmark to whatever screen you're on and they'll join you. This is especially handy for free-form games where the setup of the next map heavily depends on how the current map went. 3) Be detailed in roleplaying, simple in combat. This is more of a general GMing thing but nothing is more frustrating than encounters that drag on and on when most of the players aren't even getting to do anything. Prior to combat make sure you have all the information you need for the fight but no more . You probably aren't going to need to know the bugbear's swim skill in the middle of a dry dungeon or the whether or not he has toughness as a bonus feat. You need to know attacks, defense, initiative, and maybe perception. Keep that information handy during the fight; leave everything else off-screen. I usually have Bar 1 as HP, Bar 2 as AC, and use Bar 3 for short-duration counters/timers. Most of the time it's just those two. 4) Don't get bogged down with making Roll20 look pretty. If you're willing to put in some time you can make really impressive looking maps and tokens, complete with dynamic lighting and sound effects for every monster that shows up complete with encounter pictures. There's nothing wrong with this but don't let it slow down or interfere with your game as you're playing. If you're spending more time fiddling with making the right handout show up than getting into the action you're probably just boring people. People are going to remember the story, the characters, and the action way more than whether or not you got the torch in the right spot. 5) Finally, as a player, help out your GM by setting up your character before hand. If the game system (and GM) allow it set up ability macros and your stats, then get used to using them. A few minutes prior to your session can save literally hours of play time if the PCs take forever in combat. Be patient with your GM as they've got a ton of things to keep track of. If they're setting something up, rather than draw smiley faces on the map, talk with the other players and keep the roleplaying or tactics discussions going. As a player you only have one guy or gal to pay attention to, the GM has to keep up with all the PCs and the game itself. Do what you can to stay engaged, and keep the other players engaged, rather than just waiting on the GM to tell you what's next. You'll end up getting a lot more out of the session! Anyway, hope that helps, kind of stretched the limits of the topic =). Good luck!