omonubi said: Wow! Lots to unpack...and from the sheet author no less! 3. Any chance I could score a copy of your Palladium world map? ;) It's pretty awesome. 4. The assumption basically is/was that most henchmen NPCs are Merc Fighters and do the players really care? I delete these "temp" NPCs after the encounter. Any other NPC I would need to create a custom sheet. Thoughts? 5. So, I'm correct is interpreting that, to use your Magic Macro implementation, I need to (a) copy/create the Universal Chat Menu macros, then (b) copy/create individual spell macros for each, and (c) copy/edit both sets of macros assigned to each PC/NPC? 6. Finally, for Magic Macros and NPCs, you write in the readme: "They are pulling caster level, spell strength, psion level, ward level, ward strength, circle level, and circle strength from the sheet as needed. This allows me to set those few things, link an enemy spell caster to the correct sheet, and have access to the spell book with the macros putting out the correct range, duration, and effects for that caster." It appears you are linking an NPC token to the appropriate master spell sheet, then inputing relevant stats into the master spell sheet that influence durations and such, correct? 3. Once I get home, I'll see about digging up the file. That was one of the first maps I created using Wonderdraft and keep thinking about how I really should redo it with assets I happened across later. Not sure when that will happen though! 4. The only other thing I have done sometimes is to make either attacks (in the relevant sections) or ability macros for everything in a specific encounter. Then I just have the tokens represent that encounter sheet to use the macros from it, but have independent hp, ar, and whatever else I want to track. Usually I have hp, ar, and sdc as the token bars, though I sometimes do ISP or casts if I figure that will be more useful than sdc. So I might have an Orc Archer Dagger melee attack, an Orc Archer Shortbow attack, and an Ogre Battleaxe attack on the Ogre Pass encounter sheet (just as an example). If I'm not planning on them having psionics, their resistances may all be the same, make all the saving throws alike. I often will just plan on enemy npc stats being a 3 per die or 4 per die, so there aren't a lot of bonuses flying around to keep track of. Unless I am really customizing an encounter, I usually keep all physical stats the same so they work off the same sheet fine. Or build any necessary bonuses into the attack, parry, damage rolls if I intend to have one enemy have different stat based bonuses than another. 5. (a) Universal Chat Menus is only running roll buttons from the sheet, so those will do any melee or ranged attacks, saving throws, stat checks, skills, and any that get set up for the "on sheet" psioncs, spells, etc. It is totally unnecessary for the spells as I run them, but definitely handy to have for other stuff. (b) Only the chat menu macro that should be the first Ability entry on the macro sheet. For example, the first entry on the Air Warlock Spells, should be titled something like "AirList" (or ListAir, since I changed how I was labeling things over the last 6 months or so), so copy that ability over for a player that is playing an air warlock. (c) Copy only that chat menu over, change the gm in /w gm to the character name, and edit the content of the menu to only the spells they know. If they are just creating a first level character, you can just copy the menu through first level (don't forget to add the ending double curly brackets), and then you only have the first level spells to selectively delete when they make their choices. A first level mind mage would have a similar process, except that they would get the entire level 1 list. A wizard would start with a smattering of level 1 and 2 spells, since their starting list includes things like Globe (or is it sphere) of Daylight that is level 2 for a wizard. A level 1 priest (with a deity that can provide spells) with latent psionics would end up with the priest menu (with all level 1 abilities of either light or dark), then a spell menu that represents what their deity can supply (wizard or one of the warlock lists), and the psionics menu with whatever psionics happen to manifest for them as a latent psion. The thing with the menus is that you can mix and match. I recently fully created some Priest of Set enemy npcs (level 5 and 8) for a game that has been running a couple years now. Set gives access to spell magic levels 1-5 and all fire elemental magic. I copied the wizard 1-3 menu to start, but you can copy in individual buttons from the fire warlock list just fine. Since the button is [Display Name](~Macro Sheet Name|Ability Name), the buttons are totally independent and can be put in any of the lists just fine. Since an individual character's spell knowledge is much smaller than the entire wizard list, I just copy paste things from the higher level menus into a single one for a player/npc. Then their entire list is posted at once to choose from. 6. I use that for npcs that I don't intend to stat out, but might on occasion be called upon to cast a spell. I set the token for that character to represent the Wizard Macro Sheet (which does make the name look weird when rolled), set the caster level and spell strength on the macro sheet, and then can roll absolutely anything off the wizard list, since that sheet has all spells between the 3 menus. I sometimes do similar for priests for remove curse, resurrections, etc.