You are trying to guess what code you need, and asking incremental questions to help your guesses, but you don't know the code so you are asking the wrong questions. Guilty as charged. I think I find it easier to pick stuff up through bite-size tips that I can play around with than comprehensive case studies tailored to specific situations that I'm going to have to explain in full whenever I need help to apply one to a slightly different situation. Sure I might get a deeper understanding the latter way, but you'd have to explain it right down at the character-by-character level to compensate for my lack of fluency. More importantly, expecting you to spend god-knows-how-long to do my (in the grand scheme of things) ultra-trivial work for me from start to finish feels supremely unreasonable, and so I just end up asking for nudges here and there. If instead you described what you were trying to achieve, fully, from begining to end, we could provide a complete solution and describe exactly how it works. Again, if you're sure... The purpose of this part of the sheet is to provide a repeating section for the party's captains (henchmen). Each one can be a leader and/or an expert, each of which type costs two upgrade points, and there needs to be a hide/reveal notes section. Each captain gets four out of the twelve possible skills (fight ... hustle) and each captain can have a different variation. In each of their skills a captain has a rating between 0 and 3. But twelve skills and ratings per captain would be a bulky/cluttered mess so I'm after a way for players to select from the full menu but only display the chosen four (currently I have a hide/reveal section with all twelve options with checkboxes to reveal the corresponding skill button and rating, with an intricate system of sheetworkers and hide-reveal sections to make the chosen four display compactly). Captains can make rolls on these skills, hence the need for rollbuttons, and these rolls are identical to the ones the players make using their own attributes. I've already covered the player version (the sheetworker beginning const stats = [ 'Fight', 'Growl', ... ) which I also don't know how to apply to a repeating section, but I'm trying to deploy your second method instead so that the corresponding rolltemplate can determine the skill used by the button that was clicked. Each captain also needs a fifth 'Other Action' button which rolls 0 dice (see below) for when the captain is using one of the eight skills they don't have. Currently the repeating section and associated sheetworkers are doing all of this except the rolls. However, recent testing has shown that a sheetworker (probably) won't retrieve what I need from a hide/reveal section within a table within a repeating section within another table, but will (probably) get it from just a repeating section in a table so some re-design of the skill-display and entity-alignment will (probably) be required there. Here's what a roll needs to do (and tell the rolltemplate in a way that can be used for selective display): – Roll a pool of d6 equal to the rating of the skill – Provide a pop-up to add bonus d6s (can be negative) to the pool – Determine whether the highest number was a 6, between 4 and 5, or less than 4 – Know whether or not the results contain multiple 6s – Return all the dice results (for rolltemplate display using images) – Identify who made the roll (i.e. name of the captain, which is an input within the repeating section) – Identify the skill rolled – Provide another pop-up to identify the 'Position' of the roll ('Controlled', 'Risky', 'Desperate') or that it's to 'Gather Information' – Where skill rating+bonus is 0, instead of rolling 0d6 the sheetworker must roll 2d6, identify the lowest result instead of the highest and let the rolltemplate know that it's a zero-dice roll rather than a standard 2d6 roll (so where it looks like the existing rollbutton sheetworkers are doing the same thing twice over, all the elements appended with a 'z' are for the zero-roll version, which the rolltemplate can easily refer to instead whenever skill rating+bonus is equal to 0) And I think that's all!