chris b. said: Questions: 1. Do we need extra "insert" macros for the type of attacks at the top? (melee/ranged/cmb) I guess it's trivial to add more fields, they just take up space. I would vote for yes. See my comments under your Power Attack example below. 2. Feedback on these fields names do they make sense? "attack/damage insert" vs "extra damage" : For " insert " there is Attack Insert and Damage Insert. They appear in the macro as [[1d20+attack+ insertmacro]] . Damage Insert applies to both normal and crit. These allow you to add more rolls or use queries. These have to have defaults of 0 And " Extra dmg" for the precision/other that does not apply to crit, and "extra crit dmg" self explanatory I'm not really a fan of these names, but I can't come up with anything better. They probably just need some good explanatory text. 3. Feedback on these field names: #/Equation vs Macro/Query " Macro/Query " for those fields sent to chat, they are evaluated at roll time and can contain rolls or queries "#/Equation" for the "must parse to number before roll" fields, must evaluate to a number, the evaluated number is displayed just to the right of these fields. I would mark the former as "Rolls & Queries enabled" and not mark the latter at all, perhaps with some explanatory text somewhere that mentions that rolls & queries only work where noted. "#/Equation" doesn't strike me as very user-friendly. 4. how to indicate the difference in #3? Placeholder is hidden for fields that must default to 0, so you won't even see it, maybe we need something in the label, is just an asterisk with a note at the bottom ok?. I would say that an asterisk with a note at the bottom is fine. Power attack how to: if you are going to account for possibility of 1 or 2 hands, then you must put the damage separate in the attack, rather than a global damage mod. Note also this still requires a separate row for 1 or 2 handed attacks. The below works perfectly. Except that it asks you if you want a power attack even on ranged attacks, where it isn't appropriate. This is where the separate global insert macros for different attack types would come in handy, especially if it's trivial to add them. Thanks for taking the time to put this in! I played with it and was able to implement power attack, range penalties, and point-blank shot, all of which looked mostly good to me. The two big issues I found were that the damage insert macro doesn't get added to iterative attacks' regular damage (though it does get added to their crits) and that the attack insert macro doesn't get added to iterative attacks' crit confirmation rolls (though it does get added to regular iterative attacks). I left insert macros on Ita Codouflo, if it's useful for testing. A few minor issues: min() and max() don't work in the insert macro fields. You have to use {}kl and {}kh instead. Is that unavoidable because they're being passed directly to Roll20 chat? When you hover over the damage ability multiplier, it doesn't show its name so we know how to reference it in macros. The drop-down arrow for "additional damage" seems to be working oddly. If you click on the text, it opens the additional damage section. If you click on the arrow, however, it opens the iterative attacks section instead. Attack notes are displaying as "undefined" regardless of what's in the attack notes field.