Brian said: Most of that is coming from the calculation for your Finesse Mod, which is: (((ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) * @{strength_mod}) + ((ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10))) * @{dexterity_mod}) + ((1 - (ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) - (ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10)))) * (@{strength_mod}))) The first half is a circuitous way of using the greater of your Strength or Dexterity modifier. The second half (starting from the " + ((1 - " bit) looks like it will always reduce to either (1 - 1 - 0) * STR or else (1 - 0 - 1) * STR. Which is always zero. So, yes, it does appear to be approximately twice as long as it needs to be (at least the finesse mod portion of the damage roll; the rest of the roll is fairly straightforward), but does not appear to be incorrect. The finesse mod calculation could be reduced to: ((@{strength_mod} + @{dexterity_mod} + abs(@{strength_mod} - @{dexterity_mod})) / 2) If you were to look at that in the tooltip of a roll (using your 11 strength and 16 dexterity), it would be: (((floor((11-10)/2)) + (floor((16-10)/2)) + abs((floor((11-10)/2)) - (floor((16-10)/2)))) / 2) Much shorter. =) Again, great investigation and math. I'm going to reduce it on my shaped sheet. EDIT: nvm, already did. My math: ((@{strength_mod} + @{dexterity_mod} + abs(@{strength_mod} - @{dexterity_mod})) / 2) EDIT2: Lulz, it's the same as you suggest. :)