As we all know, I LOVE this sheet! Performance is exactly as I intend it and it's fantastic. I wanted to offer some suggestions for improving it, or 'tweaking' it a bit. So here goes: Attunement Slots: 3 1-line fields proceeded by checkboxes at the top of the farthest left "Miscellaneous Notes" box. Referable by "attuned_1_name", "attuned_2_name", "attuned_3_name" and ChatSetAttr and other Macros/ APIs toggle via "attuned_1_check|0" "attuned_1_check|1", and so on, just to keep track of these things. Variants to Initiative: I don't know about anyone else, and maybe I'm just not doing it correctly, but could we get some control over how the "initiative" formula is rolled? There are a few subclasses that have strange formulas, allowing additional modifiers than dexterity. For instance, the rogue swashbuckler will get to add charisma to initiative, and the war wizard is allowed to add his intelligence. The problem I've had is character's getting completely broken using Group-Init, because if I change the attribute, one of two things will happen: The sheet corrects itself back to Dexerity+d20, or, infinite loops occur in the game, shutting down the API Sandbox, making that particular character only able to roll into initiative manually. What I was looking for was a setting that allowed any other ability modifier to be added to the roll (Ex: d20+Dex+Cha), another to omit Dexterity as part of the initiative formula (Ex, without the other two replacing, just a straight d20 roll), and another to subtract a modifier from initiative instead of adding it (ex: d20+Dex-Sanity). Admittedly, this may be a Group Init problem as well. If Group Init takes only a d20+Dex as it's formula, instead of incorporating the initiative formula attribute, rolling its own d20 and adding a pulled Dex modifier, that could make any changes fail. Or I just don't know how to use the initiative formula syntax correctly, I'm not sure.