PariahScion said: While I don't know what user or game to get into to do this, it is possible to do what you are requesting WITHOUT having a pro/plus subscription. You just have to be in a game where the owner has it as such AND have a script that can pull the value from an Attribute. (After that, it's a matter of making a macro that 1) uses one of the "Attributes" as ammo and also 2) references that script to pull/change the value of that "Attribute"). But to be clear, YES, it CAN be done if you DO NOT have a pro/plus subscription. You just must find a game that does. This is where I got the info: <a href="https://app.roll20.net/forum/post/6123243/slug%7D" rel="nofollow">https://app.roll20.net/forum/post/6123243/slug%7D</a> And to be EVEN MORE CRYSTAL CLEAR: GiGs already knew this info, as the link shows (which baffles me as to why he would not mention it as a possible solution--I don't know what the motive was there). =D What??? Nothing in that thread contradicts what I said. There are no workarounds to avoid this incontrovertible fact: Macros cant alter attribute values, they can only read them. So a macro cannot adjust ammunition or spell component counts. The only way to do this in roll20 is with the API, a Pro level perk. Yes, you can use a macro to launch API commands, but you still need the API for them to work . The "You" in this case does mean the creator of the campaign, that could have been clarified. So, let me clarify that: the creator of the game you are playing in needs to be a Pro subscriber, and must install API scripts for players to be able to use them. Telling someone that a 'workaround' to not having the API is to jump in a game that has the API is just bafflingly silly. People will want to use the script in the game they are actually playing in. I'm just... I honestly dont know how to respond to this... This is me: It's just not a workaround.