Hi folks, Complete newb here, just starting to explore APIs. Have had good luck with TokenNameNumber, now trying to get Group Initiative working. (Using the version that appears in the list of Roll20 options for the game.) I'm playing 5e with the standard Roll20 5e character sheets. Here's what I've done: 1. I applied the "D&D 5E by Roll20" configuration. 2. I ran this: Aww crap, I don't know the command to put code snippets. But, effectively I did: !group-init --del-group 1 !group-init --add-group --Bare initiative_bonus --Bare pcinit !group-init --add-group --Bare npc_dex_mod I did this based on Aaron's post here: <a href="https://app.roll20.net/forum/post/3976462/group-initiative-is-pulling-dexterity-and-not-dexterity-modifier/?pageforid=3976875#post-3976875" rel="nofollow">https://app.roll20.net/forum/post/3976462/group-initiative-is-pulling-dexterity-and-not-dexterity-modifier/?pageforid=3976875#post-3976875</a> I tried running this on a group of PCs and goblins. All inits roll, PCs work great, but all of the goblins have +0 modifier, when they should get +2 for dex. Interestingly, I just tried running Init directly from the NPC character sheet, and even in that case it's not giving them a dex bonus, so that's probably the root of the problem, but I don't know why. (Specifically checked; the goblins have +2 dex.) This is test game I created using the official version of Lost Mine of Phandelver when it was free. Just checked on a wolf in another game (also +2 dex), and his initiative calculates fine. So it seems like it's something wonky with the goblin in my LMoP game. Wonder if there is some setting in that game I'm missing... So, in retrospect, this probably isn't a problem with group init at all, but ideas still welcomed! What information can I provide to help troubleshoot? Any ideas? Thanks!