Thanks Nora! I have run some tests and have some questions: Since the documentation on the 2014 sheet and roll templates seems to have been removed from the Help Center last I checked, how is a user supposed to discover the attribute for the name of a repeating attack ("atkname", in this case)? It appears that only one query can be made per chat entry, otherwise the whole line fails. This makes anything like a Chat Menu impossible. It also makes any kind of macro that reports multiple bits information about a single repeating item impossible (say, an attack name and its damage). The index is taken from the Combat list pane of the character sheet. The indices are counted from this list in order, but the reference only returns an answer if the item on that line is an attack. And an attack seems to be defined as anything that does damage. This includes things that do damage on a saving throw (Fireball), but exclude things with an attack roll that do not do damage (Telekinetic shove). This leads to a list that is rather arbitrary, with many unexpected gaps. Of the 17 items on my sample character's combat list, only 8 returned anything. As items are equipped or unequipped, the attacks and not-attacks appear or disappear from the list. This makes checking by index impossible if you want to keep a character macro consistent in behavior. The macro's behavior will constantly change if you switch from dagger to sword, for example. Checking by ID number is theoretically possible, but it is in no way exposed to the user, not even by use of the inspector. I understand that this is the first iteration and that some way of calling actions will come after this method of calling attribute names, but if this shows the path of the intended implementation, I can's see how any of this is intended to be used. This experience feels like the intent is to fill the letter of the feature, but does not address its intent or usability at all. Can you give an example of how this could be useful during actual play? The indexing is arbitrary, constantly changing due to equipage or spell load, only one attribute can be called at a time. This is not intended to be antagonistic, since the Devs have obviously spent time and effort making this work, but I want to understand what the intent is. I can't see any use for it in this present state. For reference, here were my calls. Each one had to be entered into its own chat message, they could not be called together either separated by returns or in the ad hoc fields of the default template. 0 - @{selected|repeating_attack("$00", "atkname")} 1 - @{selected|repeating_attack("$01", "atkname")} ... 17 - @{selected|repeating_attack("$17", "atkname")} // this last one is intended to fail. As you can see below, the error message is unreadable in light mode Also for reference, here is a screen shot of the test character's Combat slide: