In my games I've been using a system of Scriptcards Macros to automate a lot of the tedium of managing combat in roll20 (and also save us all the mental math) but I've run into a bit of a snag: I'd forgotten how often I actually used to fudge in my games before I'd created the aforementioned system. As such my players have had their butts handed to them by combats that I only intended to look threatening, and if it weren't for a mistake of linking all the HP of an enemy type to an attribute causing me to accidentally 'kill' all of them when I set one's HP to 0 then my last session would have been a TPK. My players spend far too much time making and refining their characters for me to kill them unnecessarily. So, I've been thinking of ways to integrate a fudge system into my Macros based off of how well each side has been doing in a session. My current idea is to have a value saved somewhere that all my Macros reference to that is a value from 0 to 20, where 0 to 9 indicates PC success and 11 to 20 indicates PC failure with 10 being neutral. Where I'm running into an issue is figuring out how that translates to a chance to fudge a roll. I'm also unsure of how exactly I want to fudge rolls. Do I want to just reroll once? Do I want to reroll until I get a pass or fail (based off of the number scale)? One thing I am sure of is that the end roll has to look like how it would roll normally if you look at the tooltip, so I can't just set the roll to a static value. There is also the 'cheap' option of just having a toggle or the like on my end that I hit whenever I want to make sure that the next roll succeeds or fails, but that feels a bit too much like tilting the pinball machine for my taste. Does this idea have promise or am I just overcomplicating this? I'm still feeling out a prototype, so I don't have any code to share at the moment, but what I'm hoping for is additional perspectives to see flaws or opportunities that I'm not. Any ideas that y'all can share are much appreciated!