Here is what I have come up with for my universal monster sheet that every single one of my 250+ monster sheets use. Mind you, this is for D&D Next: Initiative = API Script (this is the only script I use) This automatically rolls initiative for everything on the screen characters and monsters and then opens and places them in the correct order in your turn box. This is a major time saver for rolling initiative. And it takes into consideration the players dex modifiers as well. <a href="https://app.roll20.net/forum/post/207066/script-auto-initiative/#post-220693" rel="nofollow">https://app.roll20.net/forum/post/207066/script-auto-initiative/#post-220693</a> Silent DM Roll Group Perception check macro - I use a silent GM roll for perception for my players. Yes I know this is a roll that I have taken away from the players, but, to justify me doing this is the whole "surprise" element. When you do a perception check and when certain characters hit the DC you choose, you can stop the party and tell them: Purist, out of the corner of your eye you notice a hint of shimmering metal or preasure plate or whatever a perception check would need to notice. I think this is my more dynamic for the players instead of just coming strait out and asking for a perception roll. This gets rid of the element of surprise and now your players are expecting something. Basic Dice Macros - Your basic d4, d6, d8, d10, d12, d20, d100 percentil normal macros in case a roll is needed For Attacks - I have a total of 8 attack macros for my monster sheets. Attack1, Damage1, Attack2, Damage2, yada yada yada. This allows you to have macros for monsters for different types of attacks like claws, casts, bites or whatever. For crits, I use the same damage macro as normal damage but when you hit the damage macro a box will pop up and ask you if it is a crit. 0 = No and 1 = Yes. So if it is a crit the extra 1d8 or whatever extra die is added into the total of the first roll. As a side note, yes I know this is not the way crits are handled anymore in D&D Next and is the old way but unfortunately there is no formula to use in a macro that will just flat out do max damage. You could use an API script for something like this but after this many sheets created I will be house ruling monster crits the old way and my players can use the new critical method. Checks and Saving Throws - I have six macros set up for these saves that take into consideration the modifier for each stat of the creature. Overall the trial and error of getting everything set up took a pretty good amount of time. I wont lie. But, now that everything is setup and working perfectly I am soooo glad I have done this because it has made DM'ing so much more efficient for me. It allows me to hit the macros on my screen that are connected to each universal sheet on the tokens selected so no sheets need to be opened to hit macros. Each sheet has a built in roll table as well for all of the different miniatures I have, meaning. If I need 6 orcs for a fast random encounter I pull out a generic map for any terrain the group is on, plop out 6 orcs and then right click to randomize them. Boom, 6 random orcs with working macros. EASY!!!! Plus all of the macros built within the character sheet have cool emotes as well to coincide with the attack that the creature is making. Like I said, it is a massive time investment from the start, but, if you want your game more streamlined then I recommend you doing something like this. I have 23 macros that are 100% linked into character sheets but are well worth it. And the macros barely move off of the screen because I use just a few numbers or letters to recognize them. I would also like to thanks Gauss and David A. for walking me through a few of the more complex macros like the critical and perception macros. Thanks guys David