I like to have a macro as well, but I do it all in one, similarly to what Dave mentions, but there is a comment convention that I think is important, because sometimes you need to know which die is the wild die (easy if both dice aren't d6s, but...) So, you could tweak the macro like this: /roll {[Spirit]@{Spirit}!,[Wild Die]1d6!}kh1 For my character sheets I actually made an Attribute called Wild for my wild die, because there are edges that can change the wild die type from a d6 to a d8 (and I believe even a d10). This way, if you have an attribute called Wild, you could write the macro like this: /roll {[Spirit]@{Spirit}!,[Wild Die]@{Wild}!}kh1 Then, if your Wild Die does change, you update the Attribute and all the other macros are updated automatically without having to go in and modify every ability.