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[Need Help] Nested Table Macros Not Working With Modern 5e&5.5e Character Sheet

The following table macro as example, pulls from an Entropy Damage Type table that is meant to randomly choose another damage type within the table: [[1t[Entropy-Damage-Type]]] This macro framework was incredibly helpful for nesting special damage types like Entropy, or another table which pulled a random stat as part of a description. This macro framework worked seamlessly within the Classic 5e character sheet; but when inputted anywhere into the modern 5e&5.5e sheet's exports, it exports the table as a "[0]," like it is not recognizing the macro pull. I am not an well versed coder and I have tried researching anything I can under the sun to this problem. I was hoping to use the modern character sheet for my player's player characters and my custom NPCs/monsters, but this issue makes it incredibly inconvenient for certain built-in gameplay mechanics that were possible with the classic sheets. Anyone have a work-around solution to this problem?
I'm not sure exactly what you mean. It sounds like you mean that rolling on the Entropy-Damage-Type table would roll on sub-tables, which isn't possible using the native Roll20 table structure (as far as I'm aware). To roll on a subtable entry, you need to use a Mod script, such as the RecursiveTables script. What were a few examples of the entries on the Entropy-Damage-Type table? 
Here, let me provide some image examples to elaborate. The first image shows the Entropy Damage Type table, just one table that pulls from twelve other damage type results when rolled on with the macro code,  "[[1t[Entropy-Damage-Type]]]," inside both the classic 5e character and NPC sheets. The second image shows its output into the game-side chat log; the third image shows how the code is inputted inside the sheet, working seamlessly. For some reason when this same macro is used in the modern D&D 5e&5.5e sheets for making characters and NPCs, The "Test Output Damage" shown in the fourth image shows what should be entropy damage, the randomly generated damage, as a "0" inside the box. The fifth image attached shows how it is set up exactly the same as the classic 5e sheet in image three. I really have not a good idea why the modern 5e&5.5e sheets are not outputting the Entropy Damage Type table properly; they do appear to be showing the nesting occurring inside the action (as shown in image four), but it is not pulling from the Entropy Damage Type table properly, which is why it is a "0."
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Edited 1786953432
Gauss
Forum Champion
Hi Rendtime,  The simplest answer is: The Devs have not built that to work that way on the 5e/5.5e sheet. Like so many other things, on the 5e/5.5e sheet the Devs have to reinvent the wheel, ie. manually implement almost everything we assume as basic to how folks use Roll20.  The longer answer is, if you do /r 1t[Entropy-Damage-Type] you will see that the answer is "(result) = 0" So my guess is that it isn't pulling the result in, and is pulling the = 0 in.  We can test that by putting in [[1d2]] in the Damage Type field, and it will spit out a result of 1 or 2. So the inline roller is working.  You could do something like this:  [Damage Type](`/r 1t[Entropy-Damage-Type]) But it will require pushing the button every damage roll. 
Thanks Gauss, The answer helps a ton. Seems like my best bet is to use the classic 5e sheet in the mean time for monsters/NPCs then, where Entropy Damage and other tables like it will see the most use. And perhaps trying making a character macro framework in advanced tools, using it for the few: spells, magic items, etc, that uses Entropy Damage.