Okay so i'm hoping there's an actual proper way, or just an easier way, to do this, and at least i'll have learned a lot about roll20's script shenanigans. There doesn't seem to be a "Grouped Skills" option, but there is a Background and Consolidated one. After some thinking, I came to the conclusion that I could get the same behaviour if I added 6 custom attributes (for "trained in a group" attribute of the 6 skill groups), and use the existing ranks as a "specialized skill" attribute. So I did what feels like a very silly and redundant equation that *should* work, but it doesn't *quite* work in practice. it's also super slow to recalculate because of how redundant it is. Here's the equation for "Acrobatics" as an example, these equations are put in the "Misc Macro" column of the skill page. "customa1-mod" is the custom attribute mentionned earlier representing "trained in Physical group" (there's 6 of these set up on the "Custom" page : 1,2,3,10,11,12) {floor((@{customa1-mod}+@{Acrobatics-ranks})*@{level}/2),ceil((@{customa1-mod}+@{Acrobatics-ranks})/2)}kh1-@{Acrobatics-ranks}+floor(((@{customa1-mod}+{{@{Acrobatics-ranks},1}<0})/2))*@{Acrobatics-cs} So, If I try one of these in a custom equation field on the custom page, it works well. Sometimes the sheet seems to not re-calculate something or not detect change, i'm guessing because there's quite a lot of calculations and attribute-getting here. If I try this in the chat, it works perfectly, never an error. Obviously, it's because it's always calculated entirely when the command is sent in chat, so it never gets stuck or forgets to re-calculate something. If I put one or a few of these on the Skills Page, it seems to work with a few issues, but if I put all of them, for every skill, then it breaks, let me elaborate : - Putting even one of these on the Skills page makes so that every time I hit "recalculate", I have to do it twice. The first time it shows the equation read and it doesn't work, the second time it works. - Obviously, putting one on every line makes the recalculating very slow, so even if it worked perfectly this seems horribly redundant and not very feasible in an actual game. - The main problem, now that I've tested it and it worked on a small scale, I've put one on every line and all the equation works EXCEPT it doesn't seem to apply the last part (the last part adds the class skill bonus if the skill is in a trained group. It doesn't add it if the skill is specialized, since this is represented with ranks, and a rank already applies the +3 bonus.) So i'm hoping either : someone can help me make this simpler, less nightmarish, slow and actually working, OR the Grouped Skills option is going to be added :P If neither, oh well, I'll just use normal skills + background, screw it. EDIT : I should maybe detail what the equation does, that's cruel of me : the rules of grouped skills remove the normal rank bonuses applied to skills, if the skill is in a trained group of specialized = 1/2 level bonus. If it's in BOTH, full level bonus. The class skill bonus applies if the skill is either in a trained group or specialised, or both. There's a lot of redundancy and accounting for the annoying cases like : if your level is 1, then the 1/2 bonus is 0.5 but should be minimum 1, and the full level bonus is 1. If your level is 3, then the half bonus is 1.5 rounded DOWN to 1, and the full bonus is (1.5+1.5)=3. Also, since i'm using ranks, I have to account for the bonuses it already gives and substract it from the equation. Just explaining this and looking at what I did is making me feel ashamed.