I've recently started using recursive tables and found it to be a godsend of a tool to use in roll20! The problem started when I was setting up my treasure/looting macro, everything goes well until I specify the output of each of the Hoard loot boxes, it all went smoothly until I put this command inside one of the tables: ** Copper, Silver, Gold and Plat: **[[2d6*100]] CP, [[2d6*1000]] SP, [[6d6*100]] GP and [[3d6*10]] PP ⫼ ** Gems or Art Object: **[[[[2d4]]t[250gpArt]]] ⫼ ** Potions or Magic Items: **[[1t[MagicItemTableH]]] However it came up as a 0 when it was rolled, so I changed it to: ** Copper, Silver, Gold and Plat: **[[2d6*100]] CP, [[2d6*1000]] SP, [[6d6*100]] GP and [[3d6*10]] PP ⫼ ** Gems or Art Object: **[[[[2d4]]t[250gpArt]]] ⫼ ** Potions or Magic Items: **[[[[1d1]]t[MagicItemTableH]]] This seemed to fix the issue however, the problem started occurring again when rolling more complicated rolls like this one: ** Gold and Plat: **[[4d6*1000]] GP and [[5d6*100]] PP ⫼ ** Gems or Art Object: **[[[[3d6]]t[1000gpGem]]] ⫼ ** Potions or Magic Items: **[[[[1d1]]t[MagicItemTableF]]] ** and ** [[[[1d4]]t[MagicItemTableG]]] it 70% of the time returns a 0 on the MagicItemTableG values (see attached image) Is this an error caused by the item inside the table being very complicated? (ive set that on value of the table to be at 100 weight making it appear a lot more frequently) the image has the same error result twice ^^