Hi, I am running a Talislanta game and I am trying to tweak a brawling Macro for a PC named Balboa. In the Talislanta system, you roll your skill against a degree of difficulty and compare it to a table to determine what level of success you get (0 or below: mishap, 1-5: failure, 6-10: partial success, 11-19: full success and 20+: critical success). Below is the Macro I have been developing and I feel I have hit a wall due to my "just starting out" level of experience with code or macros in general. I have a feeling this is an "order of operations" problem but was looking for confirmation so I can stop tinkering and move on. code snippet: /em swings an over-sized fist at @{target|token_name} [[1d20+13 [Skill Ranks] + @{Balboa|Combat Rating} [CR] + ?{Modifier|0} [Any Modifiers] - (3 * ?{Charging?(0=no, 1=yes)|0} ) [Charging] - @{target|Bar1} [Melee Defense]]] To Hit! [[6 [Weapon] + ( 1 + @{Balboa|Speed} * ?{Charging?(0=no, 1=yes)|0} ) [Charging] + @{Balboa|Strength} [STR])]] DR or [[floor(6 [Weapon] + ( 1 + @{Balboa|Speed} * ?{Charging?(0=no, 1=yes)|0} ) [Charging] + @{Balboa|Strength} [STR] / 2)]] DR Partial Success This breaks down into the: Skill Check (first line of code) Damage Rating (DR) on a full success (second line of code) Damage Rating (DR) on a partial success or 1/2 damage (third line of code) I also incorporated a charge snippet that I found elsewhere. The fist line of code works out for me, it is when I get to the damage calculations in the later lines that I run into issues. Any help would be greatly appreciated.