I am running the old Palladium Fantasy rpg. At 1st level, everyone has 1 attack per melee turn. As characters progress, they gain more. This makes generating an initiative order interesting, because they don't use all these attacks at once like in D&D or Pathfinder. Basically, each initiative for each character needs to be 20 below the previous. I have already thought about altering the initiative macro (with a +60) so I'm not always in negative numbers. So someone with 3 attacks rolls a 19. They would be on the tracker at 79 for their first attack, 59 for their second, and 39 for their third. With this example, everyone engaged in that combat would have an attack/action in the 61-80 range, anyone with a second attack would act within the 41-60 range, anyone with a third attack would act within the 21-40 range, etc. until everyone has used all their attacks/actions. I could make multiple tokens for a character sheet, and dump them on the GM layer so that they wouldn't clutter up the screen for the players. PlayerA would still be on the token layer, but PlayerA2 and PlayerA3 would be on the GM layer. The player could roll their initiative. Then I could write up a macro that allows me to select each copy, enter the original initiative roll, the macro would subtract 20 from that roll, and post it to the tracker. I tried that and it works. I can also see it as being a horrible pain in the rump once I get multiple npcs with multiple attacks. I'd have the GM layer flooded with tokens who's only purpose is for me to generate an initiative roll. I could also just manually add turns, label them, and give them values. This works also, and takes a bit of time, but might be easier than the multiple token idea. Is there an easier way to go about this?