Just wanna know whether anyone have tried to write a macro for resolving Full Auto Fire Roll ("FAR") in Call of Cthulhu 7e. To be frank, the maths and logic behind the roll is easy and pretty self-explanatory. However, it is EXTREMELY time consuming to do the calculations and it would definitely slow down the pace of the game. That's why I would like to see if anyone has a clue about how to do the exact coding/where to leverage similar macros. (Just for reference and illustration) Dodontof (A Japanese TRPG platform) has the following build-in function for resolving FAR: FAR(w,x,y,z) Basically players just have to input 4 variables: [w]: Number of bullets to be fired [x]: The skill level of the attacker (e.g.: SMG 70%) [y]: Malfunction rate of a particular weapon (e.g.: 100) [z]: Initial penalty/Bonus dice(s) applied to the first attack (-2~+2) The function will automatically calculate how many bullets have hit the target (including the no. of bullets which impale if one of the attack rolls is an Extreme Success) The logic of FAR are as follows (Extracted from CoC 7e rule book): //Player declares the number of bullets to be fired before rolling dice. Full auto fire is divided into a number of volleys; each volley requires a skill roll. Divide firer’s skill by 10 (round down) to determine how many bullets are in a volley (regardless of skill, a volley is never less than 3 bullets). The attacker must make a fresh attack roll for each volley of shots or whenever they select a new target. Rolling to hit with Full Auto: First attack roll: set difficulty by range and then apply any modifiers. Second and further attack rolls: add one penalty die (or remove a bonus die) for each additional attack roll. If this would incur three penalty dice, stick with two penalty dice and raise the difficulty level by one step. Resolving each attack roll: -If the attack roll is successful: half of the shots fired hit the target—roll damage for half of the shots (round down, minimum of one). Subtract any armor from each shot. -If the attack is an Extreme success: all shots fired hit the target, the first half (round down, minimum of one) of which impale. Subtract any armor from each shot. As for all firearm attacks, if the difficulty level of the shot was Extreme, the best possible result is a successful hit and not an impale. -Malfunctions: Any attack roll result equal to or higher than the firing weapon’s malfunction number indicates that the weapon malfunctions and does not fire.// Some of my friends told me FAR could only be achieved by using API because it is far to complicated (to code). Hope that someone could help:(