Now, every character sheet will have the same stats, just with different numbers, so I am unsure if selected matters? In your previous example I didn't have 'selected', but I still needed to select the token on the map in order to roll. I understand what you mean by having it a standard macro, but I found putting it in the 'abilities' macro list for each individual token does work. I will experiment and see if anything changes. (Their own dice pools, like 3d6, can change between players so that's why I'd have it on their individual character sheets). If you create the macro on the Collections Tab (same place as the Journal and Chat menu) then you'll need to include the 'selected' portion, because otherwise Roll20 won't know which character to pull the 'strength' attribute from. As an ability on a character sheet, Roll20 knows to pull it from the current character sheet. If the dice pools are another attribute, then you could create a Collections Macro that references the dice pool of the selected token, so you'd only need to create a single macro that all characters would use, and it would look like this: [[floor(@{selected|strength}*[[@{selected|dicepool}]]/100) +10]] Thank you for your help, and if I still can, I'd like to ask about something a bit more difficult. Can I add Attributes called 'Attackmod' and 'Damagemod', and have the macros use them? Yes, any attribute on a character sheet is referenced in the same way. Just make sure you are spelling it correctly (they are case-sensitive and don't use spaces) Right now, I have a super simple [[3d6]] for the attack roll, as well as the macro you wrote for the damage, working together in the same panel together with some flavor text. Can I have the attack roll always add whatever is written in the attackmod (but it can be either a plus or a minus there), or should I have attackbonusmod and attacknegative mod? You should be able to do it either way. If you mean that the attackmod could be a value that is positive or negative, then replacing the 10 in the above macro with @{attackmod} should work as is. [[floor(@{selected|strength}*[[@{selected|dicepool}]]/100) +@{attackmod}]] And as for damage, they don't add/subtract static numbers like attack, but percentages. So if someone has a 'Weakened 20%' condition, could I add -20 in the damagemod, and have the macro find the number (if any) in the damagemod and add/subtract that percentage? You'd include the damagemod as a multiplier from the total damage. So if your 'damagemod' field was set to 20, then the calculation would be 1+20/100, which equals 1.2: *[[1+@{selected|damagemod}/100]] In the whole macro it becomes: [[floor(@{selected|strength}*[[@{selected|dicepool}]]/100*[[1+@{selected|damagemod}/100]]) +@{attackmod} ]]