In order to streamline my games and allow me a bit of wriggle to improvise I have several Rollable Tables for generating random names and treasures and loot and furniture. I've been working around what I consider to be a bug, but am curious if there is a way to implement my desired behavior that I'm not aware of. If I have a table with the following entries: [[1d6]] small stones [[2d4]] caltrops ...then there is a 50% chance of stones and 50% chance of caltrops. But when I roll the table, the [[1d6]] is not rolled to a number. The chat literally displays "[[1d6]] small stones" instead of something like "4 small stones" If I make a separate entry for each number in the Rollable Table: 1 small stones 2 small stones ... 7 caltrops 8 caltrops ...then there is no longer a 50% chance of stones vs caltrops. Also, this is a lot more tedious. I'm currently rolling the numbers in the macro itself like this: /w "Character Name" You have looted [[1d6]] [[1t[Table-Name] ]] from the fallen enemy. The problem here is that I can't have 1d6 stones vs 2d4 caltrops in the same table. Is there a way to get my desired functionality aside from what I've already tried?