Lucian said: Yeah, I've thought about doing this several times, but as Kryx says, it's actually more complicated than it looks. In the single damage, single target case, it's usually trivial, but D&D contains so many special cases for this stuff - resistances and special abilities that can change how damage is applied, and then there are spells and attacks that have multiple targets etc. My guess is that with a naive implementation you'd spend nearly as much time undoing/fixing damage application as you currently do applying the damage. Furthermore, automating this stuff has the potential to cause people to miss stuff that's potentially significant. In the end there's a fine balance between this being an assisted VTT for pen-and-paper RPGs and it trying to become a MMORPG. A *lot* of users still like to be involved in the mechanics of the game - which is why they're playing D&D and not WoW. I totally get the desire to make combats run as smoothly as possible, but my strong suspicion is that people's requirements/expectations of this feature will diverge extremely quickly, and it will be very hard to make something that works well even more a majority of people. All that said, I'm open to suggestions if people want to do the grunt work of thinking through the complexities of this and discussing it as a community. Yeah, when I wrote the applyDamage snippet for GroupCheck to (essentially) apply damage for area effects with a saving throw for half or none, I had the option of either making it completely automatic or outputting a button for the GM to click, and I made it a button click because total automation would be too little tabletop and too much computer game for me. The reason it was relatively simple to do was that I didn't intend for it to be complete with respecting resistances or anything, with the basic philosophy: in 80% of cases, this will be good enough and the GM can just click the button, and in the remainder of cases, they can do it the old-school way.