Scott C. said: Vince said: Macros have read-only access to attributes, so it would require an api script, which can manipulate attributes. TokenMod can change the value of linked token bars(I suppose you could make a damage macro), but I'm not aware of a script that will automatically subtract damage using the sheet's attack roll vs a target token. I believe the next version of the Pathfinder Companion script (still in beta) can handle damage. PFC is a must have script for any GM using the community sheet. Yeah, I really need to get that update finished. EDIT: Also, just a small clarification; the damage application and AOE handler is still in beta (really alpha). Version 1 of the script is out and in the one-click install. Again, to be clear: I am NOT looking for an automatically triggered damage application system. I was hoping to find a manually triggered damage/nonlethat-damage/healing/nonlethal-healing application system that would parse the manually-targeted sheet for any weaknesses, resistances, immunities, or absorbs that the targeted character might possess that might therefore demand a change in the number of delta-HP. Based on the responses, I'm now fairly sure that nothing of the sort presently exists, but that something of the sort is under development... I'm highly leery of systems that purport to automatically determine hits and apply damage, as such systems are predicated on the assumption that they have access to prefect information, when in reality I've found that there are often cases where I'll want, as a GM, to make a judgement call in the moment of evaluating an attack that I did not anticipate before the attack was executed but would nevertheless modify the damage delivered... The system I've described would easily permit for this at the expense of presenting an additional dialog box to confirm damage per selected token. I'm concerned that my initial enquiry may have been misunderstood, so allow me to provide an example: # === Example ======= Suppose we have two tokens/characters: Adam has DR 5/magic, fire resistance 10 and cold vulnerability, Betty is healed by electrical damage and has DR 10/piercing. They're subjected to several AoE effects as they traverse a hallway, in order: a cloud of acid, a spray of ice, belching flames, and electrical discharges. All of the AoEs deal 20 damage of their associated type, so as they move through the hall, as the GM, I'd want to select both tokens and invoke the damage-widget for 20 points each time they tripped an effect. The first time, for the acid, the damage-widget would warn me about their effects and I'd leave both damage values unmodified, applying 20 damage to each character, as neither has any abilities that interact with acid damage. For the second hazard (ice), Betty takes 20 damage (no modification to damage after being warned of her ability to heal from electricity) and because the damage-widget reminded me that Adam is vulnerable to cold damage Adam's damage is adjusted and he takes 30 damage. The third hazard is fire damage, and again Betty's taking 20 points (no modification, as before), but Adam has fire resistance 10 and has his damage reduced by 10 points this time, for only 10 damage. The final hazard, electricity, sees Adam taking an unmodified 20 points of damage while Betty is healed for 20, which I'd have the ability to adjust *after* having selected both of them and throwing damage at their characters. Having taken twice as much damage at this point, Adam begins to argue with Betty about the wisdom of their actions, and a fight breaks out. Adam wins initiative, and rolls his attack, resulting in a blow from his enchanted mace that beats Betty's AC. As the GM, I'd select Betty and invoke the damage-widget with an initial value equal to Adam's damage roll. The widget would remind me of Betty's DR 10/piercing at that point, and I'd adjust the damage done down by 10. Betty would respond in kind, rolling to hit Adam with her own identical mace, but rolls poorly enough that she does not connect. (I'd do nothing with the damage-widget in this instance.) If Betty had hit, I'd invoke the damage-widget at Adam the same as I had at Betty, using Betty's unmodified damage roll as the initial damage value. The widget would warn me about Adam's DR 5/magic, but since I know that Betty's mace is enchanted, I would not modify her damage, and Adam would take the full value of her hit. # === End Example ======= I would hope that any system under development would incorporate the same kind of ability to modify damage values, and that rather than automatically calculating anything would present the GM with (in the case of an attack) the to-hit and target AC or (in the case of a save vs. damage) the DC and the saving throw, and a button to invoke the application of a damage-widget-like system...