Is it possible to build a dice pool macro that responds to a second variable after successes are generated? So the system (Witch Hunter 2nd Ed) uses a dice pool system based on two variables. The player rolls a number of d10s that need to equal or exceed a certain target number (6 or 7) to count as a success, then equal or exceed a certain Difficulty in successes for the test to be successful. This is especially the case during melee when the Difficulty is set by the opponent's Avoidance score (usually between 2 and 5). right now, I have the first part represented in a macro just fine: /roll [[Weapon Damage+@{Strength}+@{Melee}]]d10!10>7 vs @{target|Avoidance} What I'd really like to do is apply that target difficulty to the roll as part of the macro, but it needs to affect the successes, not the dice rolled. Is there a way to do that? Something like... /roll ([[Weapon Damage+@{Strength}+@{Melee}]]d10!10>7) - @{target|Avoidance} = net successes How would I do that? Could I do that? (I seem to be running up against the API wall pretty regularly these days.)