The good news is that so far as I can tell, everything you are trying to do is probably possible. The bad news is that these sheets can be very hard to do, and your first sheet will take forever as you learn what can and can't be done. and you constantly reinvent the wheel. What you are probably going to have to do is download one or two sheets for other games, and study them to see how they work. Yes, I think you probably want your attributes to be two or more parts. A select that gives a value of 4, 6, 8, 10, or 12. and I would think an integer modifier that might be positive, zero, or negative. That modifier might be calculated from the status of checkboxes. The way to turn a select into an autocalculation is via an autocalculated boolean number. Look at the following. <select name="attr_Race" style="width:9em;" title="@{Race}"> <option value="1" selected title="Movement Rate 10, Karma Modifier 4, Heat Sight, Strong Back."> Dwarf</option> <option value="2" title="Movement Rate 14, Karma Modifier 4, Low Light Vision."> Elf</option> <option value="3" title="Movement Rate 12, Karma Modifier 5, Versatility."> Human</option> </select> <input type="number" name="attr_Race-Dwarf" value="(1-(((abs(@{Race}- 1 )+1)-abs(abs(@{Race}- 1 )-1))/2))" disabled /> <input type="number" name="attr_Race-Elf" value="(1-(((abs(@{Race}- 2 )+1)-abs(abs(@{Race}- 2 )-1))/2))" disabled /> <input type="number" name="attr_Race-Human" value="(1-(((abs(@{Race}- 3 )+1)-abs(abs(@{Race}- 3 )-1))/2))" disabled /> <span>Movement: <input name="attr_Movement" type="text" style="width:4em;" disabled value="((@{Race-Windling}*6)+((@{Race-Dwarf}+@{Race-Obsidiman})*10)+((@{Race-Human}+@{Race-Ork}+@{Race-Tskrang})*12)+((@{Race-Elf}+@{Race-Troll})*14)+@{Misc-Movement-Mods})" title="@{Movement}: Races normal Movement Rate." ></span> First we have a SELECT, where if they choose Elf, it gets turned into a 2. Then we have three different checkboxes where only one will be true. If Race == 2, then Race-Elf will have a value of 1 (true), everything else will have a value of zero (false) You will probably want these boolean fields to be style="display: none;" Then we use Race-Elf in math. If Race-Elf is 1, then Race-Elf * 14 will equal 14. Otherwise it will equal zero. If needed, we can extend it to adding a checkbox and attach a class to it and have css do stuff. <input class="Elf" type="checkbox" name="attr_Race" value="2" /> Note that this checkbox has the exact same name as the original SELECT statement. If the value of the select is 2, then THIS check box (with class elf) is checked. You probably want these checkboxes to also be display: none; This will allow css tests of the form .sheet-Elf:not(:checked)~.sheet-Elf-section, The dice reference <a href="https://wiki.roll20.net/Dice_Reference" rel="nofollow">https://wiki.roll20.net/Dice_Reference</a> will get you started on your last question. if you have two dice,than a roll of 2 is a critical fumble /roll 2d8cf<2 If you have 2d8, then a roll of 16 is a critical success /roll 2d8cs>16 If you have 1d6 and 1d8, then a roll of 14 is a critical success /roll 2d8cs>14 Note that the default display does not SAY anything about criticals or fumbles, so you may have to use an advanced display option. Good luck.