Charles said: What my suggestion/request is this, spelled out a little bit more: When you have no points in the skill, the sheet right now puts the skill level as one less than what you'd get with one point, much as Humabout said. What he and I are saying that it should be three less than what it is now. Yes, some skills have no attribute default or a non-standard one, but 75% of skills do, so by doing this, you'll be closer than what the sheet says now. For skills that do not have this, you can then manually set in the description of the skill once you expand it. As I said, this is " much as attacks can be based off skills." You don't need a compendium from SJG, and I specified how attacks can be based off skills because I don't expect anyone here to ever get a license for one. As an example of what I'm saying, Search defaults to Criminology-5 (as well as Per-5). If I'm basing my Search off Criminology, I'm saying that there could be a line after the expand arrow with a spot for a dropdown for whether I'm basing this off an attribute, skill, spell, or technique, a row ID blank, and a modifier blank. From there, I can select Skill, put the row ID for Criminology, and put the modifier -5. The problem with the first point is that it looks like the sheet is calculating skill scores through an autocalc field. They follow the same rules as dice macros, where no conditionals are allowed. You cant do: "if the skill has no points, subtract 4". That kind of conditional would require a sheet worker. And the way the sheet is built, converting to a sheet worker for this could be a big job. It might require changing quite a lot of attributes on the sheet, to work properly. Mind you, this should probably be done - because at present the sheet doesnt handle skills where you've put 0.5 points in them, which you can do (I dont know about the latest edition, but earlier editions all had this). Still, it might be a biggish job so it's understandable if they leave it. The second point isn't as easy as it appears either - and probably isnt feasible at all because of the way repeating sections work. There are two row types of row ID you can use. Ones that look like $0, $1, etc. These break when someone reorders skills in their skill list, so they aren't reliable. The second is a hidden form, only discoverable by either studying the sheet's html or having a sheet worker. They look something like -45GTH57HF5463. Asking players to enter an id like that (they would have to manually type it in, there's no way to automate this), is a bit much. And that's assuming they can discover it in the first place.