Thanks for the replies! So first of all, I'm not entirely sure of the different between rollable tables and API, as nouns and terminology are a struggle for me and it's hard to know where to start making sense of it. That said, I believe a rollable table can't, say, "generate" a result that compiles everything into a "pretty" most. So to try and be clear what I mean, what I'm looking for is either tips on how to start making this program/script that would work on Roll20. I have no idea how to get started, and found roll20's guides a little hard to parse. If they are the best place to start, I will power through, but I was hoping to see if there was an easier path to what I wanted to get. The offer of payment is in case there's an expert that wants to create this wholesale, or teach me the basics, as I wish to respect other people's time and I'm not sure how hard this is. (I realize this opens me to being taken advantage of, but I personally prefer to assume well until proven otherwise). To be most specfiic on the actual thing I want to get, the table/script I desire would take all the following information swiftly and put it into a pretty post the players can ready and easily copy-paste from. So it would; 1. Check tier of play as imputed by the GM or player (this affects later things) 2. Roll a D8 for "manufacturer". This will decide the weapon's damage dice, critical dice and bonus effects such as bonus or reduced damage, bonus critical dice, increased or reduced accuracy, ect. with higher tiers of play altering the stats further. Certain generated weapons have a bonus to "elemental rolls", a later step, and so need to be checked. 3. Roll for the item's rarity (this involves, going off the original game's tables, involve a 1d4 roll then a 1d6 roll against the 1d4 roll, with the d4 deciding the table the D6 rolls on). These results can be (rarity) or (rarity with chance of element). 4. If the result says "chance for element", then roll a 1d100 for the element (based on the rarity that was gotten from the last step). The generated "manufacturer" can add a +10, +15, or a +20 to this result. 4.5 Have a toggle/option to add a +20 to the element roll from a player feat. 5. Have an option for the GM to toggle a roll a d100 for "prefixes", a word for the gun that gives a bonus effect. It's important to be able to turn this on or off. 6. Have the option for the GM to add "Red Text", a silly phrase that has no obvious mechanical benefit but secret does something to the weapon that will not be shown to the players by default (though having the option to display the effect just in case the GM wants to show the players would be nice). 7. Same as 6, but instead "Teal Text". 8. Compile this result into a single post or card that's relatively easy to read and copy-paste from. It will be manually added to a sheet afterwards. As an example, it might look a little like this; You got a (Tier 2) Uncommon Hyperius Shotgun! Manufacturer Bonus; +2 ACC MOD, -2 DMG MOD Gun Bonus; If range 2 or less, +2 damage. Range; 4 Deals 2d8 Fire Damage Per Hit 2-7 8-15 16+ 1 Hits, 0 Crits 2 Hits, 0 Crits 2 Hits, 1 Crits I assume that if something like this then existed, it would be relatively easy to duplicate for other weapon tables that are, thankfully, much simpler and would roll ony 2 or 3 "parts" before putting them together into a result. As timmaugh has say Recursive Tables or MetascriptToolBox exists, that seems to be the case. I will look into these, but would still appreciate any other information!