Christopher C. said: Ok the way the system works is, you roll 3d10 (number of die determined by stats) and take the lowest number. You roll a 2, 4, 6 so your init is 2 (have macro for this). On your go you attack with a weapon of speed 6, your next move is on 8 (Have Macro that does this as well). If you attack again on 8 with the speed 6 you would then move again on 14. The clock though only goes to 12 so this would be on 2 of the next clock. Does that make sense? I would also think if there was a way I could take 12 away from all players at the end of the clock all at once. Ah! I see now. Yes, a fully-automated option is not possible without an API. I see two possible options. 1) Use an ever-increasing clock (likely what you are doing already) which just goes on and on. If you need spacers (for 'end of round' activated abilities or equivalent) put a spacer counter at 12.5, 24.5, 36.5, etc. This makes it between 12 and the "1" of the next round, just so you know when rounds are ending. Alternatively: 2) Once the clock gets to past 12, have everyone trigger this: /em @{selected|token_name} readies for the next turn. [[12 &{tracker:-}]] Set it as a global macro, give players access to it so they can manage their own tokens. It will subtract 12 from whatever turn they currently have. Technically, you can do it for players as well, as you can select their tokens. More convenient if you set it as a token ability and check 'Show as Token Action'. This way it only shows up when you select that token, so you never need to worry about {selected} not triggering properly. Then click the gear and re-sort by ascending (lowest-first) and everyone should line up by their new turn order. Note that you can put a custom item at 13 named 'END ROUND' so you know when to re-sort initiative. I like option #2, as it likely confirms to the rules you already have without having to adapt them it ever-increasing turn-numbers, which would be a pain if someone new enters the fray. Between rounds, you need to select every token on the board (individually) and run that macro once, which is taxing, but do-able. Even easier if players properly manage their own tokens. Then re-sort and you're ready for the next round. Still faster than traditional dice-rolls for initiative. API would do it auto-magically, but unless you have 3x as many enemies as players on the board at a time, you probably don't need it. Macros would work sufficiently.