Other than the button rolls immediately preceding a field/mod, most of the fields in the Abilities section are merely included for visual reference or can be used with custom macros. BTW, all macro-text fields offered on the sheet user editable and are tied to the button roll. When you create an attack, you can enter anything you wish for To-hit or Dmg bonuses. You can make the decision if STR or DEX should apply. Just use the info in the abilities section to help make that decision. Movement is based off of whatever you enter as the Base(normally 12). The encumbrance indicator along the bottom will change depending on your carrying capacity. Likewise, encumbrance is based off whatever you enter for your carrying capacity(norm, heavy, very heavy). This allows you to use either lbs or gp, because you make that call. Again, the encumbrance bonus in the abilities section is strictly for reference, so you'll need to include that when you enter your upper limits for (norm, heavy, very heavy). example; If you had a STR 18 with a +750gp bonus you would start with a Normal (upper limit) 350+750[bonus]=1100gp Heavy (upper limit) 700+750[bonus]=1450gp Very Heavy(upper limit) 1050+750[bonus]=1800gp I left everything in gp, but you could convert everything to lbs with a division of 10. Obviously, stick with the same measure(gp's or lbs) for carrying capacity and item weight. Encumbrance will be based off your total weight compared to the carrying capacities entered. You will see your encumbrance level under movement and carrying capacity. This sheet started as nothing more than a static text-only character sheet. Many "old-schoolers" probably liked that. I've tried to keep it simple but added a few more conveniences without getting into a fully auto-calculated sheet. ;-) I'll try and get a screen shot. Cheers