Okay I'll try to go through this point by point. 1. Let's break this down using my Scale Armor wearing Cleric as an example. You can list the Armor in your inventory to account for weight and value: You would list the Armor Value bonus from said armor under the Armor section of your Defenses under the Stats tab: Your Check Penalty, if you have one, would be listed under Armor Penalty on the Skills section of your Stats tab: Your Speed Penalty would be recorded under the Armor field of the Movement section of your Stats tab: The next 2 points have to do with making macros for your powers and I'll address them both at once. For starters, under Settings check as many power boxes as you think you'll need, you can add more later. Then, under the powers tab, you'll see by default something like this: With a generic macro that looks like this: /me uses @{power-10-name} [[1d20+@{power-10-attack}]] vs @{power-10-def} Hit: [[(1*@{power-10-weapon-num-dice})d@{power-10-weapon-dice}+@{power-10-damage}]] Damage Hit: [[1d6+@{power-10-damage}]] Damage If you know 4e most of the information to fill in here should be obvious. If it's an At-Will, check At-will, Encounter check Encounter etc. If you're rolling a melee based attack make sure you've set up one or more weapons appropriately under the Inventory tab. I'll use my Morningstar swinging Cleric as an example, here's how I set up mine: I've got a +1 to hit from a feat, the weapon deals 1d10 with a +2 proficiency bonus, and it's not magical so the Enh field is 0. If you select this weapon as part of the Power, it will include itself in your to hit and damage rolls. I'll use your 3 examples and show you how to adjust the default macro that's generated. Once again, here's the default, and then I'll show the adjustments: /me uses @{power-10-name}
[[1d20+@{power-10-attack}]] vs @{power-10-def}
Hit: [[(1*@{power-10-weapon-num-dice})d@{power-10-weapon-dice}+@{power-10-damage}]] Damage
Hit: [[1d6+@{power-10-damage}]] Damage For starters, in all of these examples we're using a melee weapon, so we can remove the last line. That is set up for Spells or Implement damage where you'd deal something like a flat 1d6+Appropriate Modifier. You'll only need one or the other, not both. "1[W]+Strength modifier damage" This would look pretty much as written: /me uses @{power-10-name} (this will show up as emote text of Charactername uses "Whatever you put in the Power Name field") [[1d20+@{power-10-attack}]] vs @{power-10-def} (This will output a d20 roll plus the number shown in the Attack field of the power card vs. Whatever you select as the Defence on the power card, in this case AC) Hit: [[(1*@{power-10-weapon-num-dice})d@{power-10-weapon-dice}+@{power-10-damage}]] Damage (This will output 1 damage die of the chosen weapon plus the chosen Ability modifier chosen from the dropdown field of the Power Card) "1[W] damage" Merely remove the section referring to the chosen Ability modifier damage, the +@{power-10-damage} "Half Strength modifier damage" Make the Hit line read: Hit: [[(@{power-10-damage})/2]] So this is the chosen Ability modifier damage divided by 2. So to demonstrate this, I'll show how I translated one of my Clerics At-Will attack powers into the Macro language used by the Character Sheet. Here's Weapon of Divine Protection: Here's what I put into the Power card fields: And here's what the adjusted Macro looks like: /me uses @{power-3-name} [[1d20+@{power-3-attack}]] vs @{power-3-def} Hit: [[(1*@{power-3-weapon-num-dice})d@{power-3-weapon-dice}+@{power-3-damage}+1d6]] Damage. Effect: Until the end of my next turn, my allies gain a +2 power bonus to all defenses while adjacent to me. So the first two lines we leave untouched. The Attack bonus is calculated by my choosing the Strength ability and using the appropriate bonuses from my choice of Weapon One, the Morningstar I showed you before. The Hit damage roll requires one adjustment. If you notice on the Weapon of Divine Protection power card from my character sheet, it deals an extra 1d6 if it's made with a simple weapon. A Morningstar is indeed simple so we'll need to put this extra damage into the macro to compensate. This is accomplished by simply adding that "+1d6" you see at the tailend of the in-line roll. The Effect section is written as a separate line because it activates even on a miss. For arguments sake, if this attack dealt half damage on a miss, I would just write a line underneath Hit that read "Miss: Half Damage" and calculate that from the previously rolled damage. Also for arguments sake if this attack dealt 2[W] instead of 1[W], all you would adjust is the number before "*@{power-3-weapon-num-dice})" so in that case the Hit line would read: Hit: [[( 2 *@{power-3-weapon-num-dice})d@{power-3-weapon-dice}+@{power-3-damage}+1d6]] Damage. When rolled it comes out like this: In general, this part of the Character sheet helps you generate some useful attributes and fill in some of the appropriate fields but it still requires some working knowledge of the Roll20 macro system.