Jim W. said: Issues: When I sort the list the fastest creature gets a turn recharge. This introduces a turn-list management issue, in that I will sort the list during the game for a number of reasons such as adding an arriving/hidden monster, or players forgetting to roll initiative, etc. Usually I sort it when the first character gets to the top again - so would then get 2 recharges. OTOH In the very first turn they would miss a recharge if not done by sort - although this is usually not an issue as creatures rarely have uses expended previous to the encounter starting. Suggest [if possible] that turn refresh is not triggered by sort. Otherwise I'll create a dummy Init 99 item to always come top. When the test creature has all output whispered, the Turn Recharge is still visible to all. Suggest this should take notice of sheet output settings. When the test creature is on the GM layer the Turn Recharge is still visible to all. I suspect this is something that cannot be detected, but I use this for creatures in hiding so with Issues 1 & 2 above this is a more serious thing. When the test creature is on the Map layer the Turn Recharge is still visible to all. I use this for visible but unknown creatures. Gargoyles or unidentified. As #3 When the uses per turn is >1 all uses recharge. Not an issue, just a feature to be aware of. I clicked the uses thing twice in quick suggestion. Both outputs had same number of recharges, but both were reduced from total. I doubt anything can be done about this, given the way Roll20 works. Hide Recharge hides the part of the Action that shows recharge, but does nothing with recharges output. Logically if you're hiding it, hide both? Thanks, this is great! Responses: This is very tricky. All I get is an event saying the turn order has changed, along with current and previous state. At the moment I detect if the turn order is the same length as before and contains the same items, and if so I assume it's a turn change. I could try and limit it to only running when the top turn moves to the bottom, but this would exclude cases where you deliberately move a creature multiple steps to the top of the turn order and this still signifies a valid turn change. I think probably the only reasonable solution to this problem is for me to include a command to switch turn refreshes on and off, so that you can do this before you make modifications that aren't a turn advancement. By the way, you might also want to consider checking out GroupInitiative and TurnMarker by Aaron - these scripts might well remove a lot of the manually fiddling with turn order that you currently seem to be doing. Also, you should be aware that there's no need to defer adding tokens on the GM layer to the turn order - they will be hidden from the players anyway, so generally I just roll initiative for them up front and keep them on the GM layer until they need to spring into action and be revealed. To be honest, I think I'm just going to whisper the turn recharges to the character in all cases. It solves (3) and (4) as well and I'm not sure that even in very open games it makes sense to be spewing this monster management stuff to the players See (2) See (2) Yes, why would it be otherwise? Yeah, not much than can be done about that. Hmm. Not sure that they're really the same thing. Hide recharge is about controlling the roll template output when you click a power with uses + recharge. That's useful if you want public output but want to limit the amount of detail that you're showing to your players. Having that also control something that displays when these things recharge is quite different. In the end I think this will be made irrelevant by (2) anyway.