
I noticed that the built-in macros for ranged attacking in the sheet list the recoil compensation of the gun and the number of bullets, but they do not include any resulting dice penalties into the attack roll (i.e. min(recoil compensation - # of bullets, 0) ). I can see a point in leaving this out, just to make cumulative recoil compensation slightly more straightforward. However, what usually happens is that players roll the attack expecting the sheet to take care of it, notice it doesn't, and then roll the attack again with the penalties applied. I think it would be better to automatically include the recoil penalty into the roll, and list the unresisted recoil in the output instead of the Recoil compensation. Players who build up cumulative recoil would have to take this automatic penalty into account on their subsequent attack penalties, but i think that is happens rarely enough to be acceptable. Here are my suggested changes to the ranged attack roll macro (Character name in the example is Ajax): [...] {{val3= Recoil Penalty }}{{val3_num= [[{[[(@{Ajax|weaponrc3}+ceil((@{Ajax|str_total})/3)+1)-floor(@{Ajax|weaponmode3}/10)]],0}kl1]] }} [...] {{result=[[(@{Ajax|weapondice3}+?{Situational Modifiers|0}-[[@{Ajax|wound_total}]]+[[@{Ajax|edgn}*@{Ajax|edg_total}]]+ [[{[[(@{Ajax|weaponrc3}+ceil((@{Ajax|str_total})/3)+1)-floor(@{Ajax|weaponmode3}/10)]],0}kl1]] )@{Ajax|standardroll}@{Ajax|edgeroll}kh[[@{Ajax|weaponaccuracy3}+0]]]]}} [...] Cheers, Domokun