Steve I thought I described in detail what I was aiming to do in the initial post? I'm using 3rd edition. I'll give it another shot hoping I'm better at getting my point across: I want to roll a number of exploding dice equal to: weapon skill + # dice from combat pool. These are compared against a target number of (range target number + damage-target-number-mod + manual-target-number-modifier). In addition to the standard math comparison I need to make sure a natural roll of 1 is never a success. It is this last part I am having issues with, everything else works fine. Variables used: Weapon skill: @{weaponskill} <-- set on the character sheet Dice from pool: ?{Dice from Combat Pool} <-- entered at the time of macro execution, as this is player's choice Range target number: @{range_tn} <-- set on the character sheet using a short-medium-long-etc drop-down Damage target number modifier: @{damage-tn-mod} <-- set on the character sheet as a result of damage sustained Manual target number modifier: ?{TN Modifier|0} <-- entered at time of macro execution, as this is circumstance driven The differences with what I'm aiming to accomplish your macro: auto successes do not apply in addition to combat pool there is also a number of dice for the player's skill with a weapon I'd like to include an automatic modifier for the player's physical and stun damage I'd like to take the base target number from a selected range - so as long as a combat is at short range that need not be re-entered every time Hope that clarifies? Again the real issue I have is preventing natural 1's being counted as successes. I may just have come up with the theoretical way to handle that, but do not yet know how to do that "in-syntax". The only moment when 1's can be counted as successes, is when the sum of the modifiers is 1-@{range-tn} or smaller. E.g. with a @{range-tn} of 3, a -2, -3, -4 etc modifier will allow 1's to count as success. Is there a way to say: "the highest of (1-@{range-tn}) and -(@{damage-tn-mod}) -(?{TN Modifier|0})" If so I could use that to limit the total modifier and prevent the 1's from being counted as a success. Or maybe there is a much sleeker way of tackling this instead of my kludge. Thanks for thinking along with this!