yes, its multiplying the damage by the appropriate amount of strength damage - a two handed weapon deals (str mod x 1.5), and sometimes that results in a .5 difference. It SHOULD floor it(round down), but obviously I forgot to go back and fix that. The difference between an offhand (light) weapon and an offhand (1H) weapon is the strength damage. a light weapon does not receive any damage from power attack AT ALL (and still only a half of your strength damage) while a (1H) offhand attack does. so two different macros to simulate that. the additional attack penalty and damage modifier pop ups are there exclusively to allow a player to modify a roll to fit the situation while still using the macro - flanking? +2 to hit. momentarily under the influence of a bless spell? +1 to hit. a ranger attacking his favored enemy? +2 (or more) to damage. you're suffering from the effects of fatigue? -2 to hit. If you're a rogue, flanking and getting a sneak attack off? +2 to hit and +5d6 damage for your sneak attack. In short, the pop up boxes are there to allow for the variables that can't be programmed into the macro automatically. believe me, you get used to it - simply click your macro that activates that attack and then hit enter twice for a normal, non-modified attack. As a DM i find it to be far superior than having to stop and get the player to work out his bonuses to the roll and apply it to the roll after its been rolled (as in quicker and easier - they ask what mods should go on the attack, you tell them +3 attack so they put in +3 attack - easy.) also, with the ability for a macro to access character sheet abilities now I have one macro for each skill ability and one for each type of attack ability so I can bind any I like to my macro bar - as a DM it makes managing both roleplaying and combat SO much easier - the results are whispered to the DM, so noone can spam chat with it. I suggest setting it up like that yourself for ease of use. EDIT - just realised I did not address this issue - I have not included profession skills because they can be added at any point manually. They do not really require an ability to run a macro for them, and most profession skills are not used very often in game, and generally are more an indication of how much money a character trained to that level would be worth. also, it is a skill that is used in different ways by some many DM's that to try and make a macro for its use would be foolish - Each DM would find it unsatisfactory as any modifiers to a profession roll are entirely DM fiat. Not saying that profession skills are worthless, just that in game it is a seldomly rolled skill.