That is a very Long & involved process, yes, & I applaud your Ingenuity. However I've found that it's easier for myself to make use of the Chat Buttons Trick mixed with the Macro/Ability Mule (in this Case, PC accessible, so I use my MacroPC Sheet), in order to assign a variable Targeting Array. This way you only need to Set it up once, & with some quick Navigation through your Chat Menus, you can call up exactly the correct number of the appropriate Rolls by selecting the Type of Roll via the Chat Menu, with the Quantity in a Sub-menu. Both of these options are simply Branch Programming, where you Prepare for 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15, (etc) Targets, however, the easy way to build it is to Start with the 1st Target, & simply Copy/Paste the Code into the 2 Target sections, then update it to Target 2, then repeat for 3, & again for 4, & so on, & so forth. The reason why you'll want the PCs to be able to Access the Targeting Array is because you want 2 things from it: 1. You want it separate from the Group Rolls Type, so it doesn't Roll the stuff on its own, only Target. 2. Thanks to the Modular Nature of this method, you can repurpose the Targeting Array for the different Spells & Abilities. Barbarian used Whirlwind Attack whilst Surrounded? No Problem! Lv 17+ Warlock cast Eldritch Blast? Done! Sorcerer cast Fireball? Easy! Wizard cast Lv 9 Magic Missile? You got it covered! 3. Another Side Effect of this method is that you don't need multiple Character Sheets, cutting down on the ever present Lag in those Higher End game Types that use lots of Imported Image Assets, Dynamic Lighting, Advanced Fog of War, & the tons of Lag you can clear out if you have a Spell Macro Mule (specifically 1 for each Stat), as the text in the Description adds up to a lot of Lag surprisingly quickly. I personally have 3 (Intelligence, Wisdom, & Charisma) per Spell Level.