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Keeping track of, and modifying stats on a token (re: Risus in R20)

Heya folks, first time here, but my players bugged me enough to get things set up. But therein lies a question. For those who don't know Risus ( this lovely lovely system ) I'll simplify. A character, NPC or PC has cliches, 1-2 for your normal NPC, high end NPCs and players 3-4. Such as "A Person Who Fights (3)" They're sorta like skill sets and are assigned a number that is used as both the dice rolled and as a 'damage' indicator. I have pretty little macro buttons for ease of rolling them, and they're tied to the current value of the cliche as set in attributes. All of that is great. But I want to be able to keep track of, and visually show the number of dice still in each cliche on a token. This could be happening pretty fast depending on the situation, and having to bounce around character sheet windows and everything is going to drive us all crazy. I know there's the three stat bars on each token, which seems like an option that's fast and easy to change and can link to the attributes I'm using for cliches. But there's only three. Right now that's ok , but not forever. And admittedly they're a bit oddly laid out but I can live with that. What do I do when there's four? Using nameplate for that isn't going to work unless I try just having "(3) (2) (2) (1)" or something, but that is still fussing about in various menus every single round and prone to being misunderstood. I'm honestly planning on having NPCs be 1-3, which I can still play with on the stat bars. But what can I do for players? If there's a secondary option that doesn't use the stat bars I'd actually be pretty ok with it.
1510026741
GiGs
Pro
Sheet Author
API Scripter
You can use status markers, which can show a number next to each. But you'll have trouble identifying which is which An alternative approach is to use the map itself. Give everyone a space on the edge of the map, use the text tool to write their name and their cliches names, and have another text box to hold the number the cliche is currently at.
I was considering that last one, although it does mean forgoing the cliche macro buttons in lieu of conventional rolls, unless there's some way to actually have that list and modify attributes dynamically without messing with custom stuff in the API. (which I don't have time to learn)
1510061035
The Aaron
Pro
API Scripter
I've got an idea that I'm not sure would be any better than what G G is suggesting, but it might be more appealing: Some background info: If you use the /roll command to roll dice and you have Enable Advanced Dice on in the settings (it's on by default, you'll know you have it if you get little dice icons) you can drag rolled dice onto the tabletop.  These dice are rollable table tokens, so you can select a group of them and "roll them" to get a random side. Their color is determined by the current color when you drag them off, so you can get different colored dice by changing your player color and dragging them to the table top. You can edit them as tokens and add control by whomever you like. So, you could use those dice to form visual pools for each skill, then a player can drag them out to the play area from their pool on the side and select and roll them.  The output goes in the chat and the faces will be updated on the table.  Used dice can be deleted or placed in a used pool for restoration later. Could be useful?
I'll see what people think, thanks.