Alright so, I'm in the middle of developing a new system pretty much wholesale, and it uses a somewhat unique dice rolling scheme. Said scheme is fine when done in person, but a massive headache when done in Roll20. So, I figured some scripting should help fix that issue. Only problem is, I have no idea where to start. The rolling scheme is kinda complicated sounding, but I feel is straight forward. When making any kind of check, the player rolls a pool of dice, takes the 2 highest rolled and adds them plus whatever modifiers they have. The pool starts at a default of 2d10. The player can add additional d10s from various effects, stats, and conditions, or are rewarded them by the GM; other such effects that would be detrimental would instead replace dice in the pool with smaller ones as needed. If any die in the pool results in a 1, that player suffers a Setback for each 1 in the pool, and for each 10+ (the pool caps at 5 dice, any more dice just increases the size of the pre-existing dice instead) gives the player an Advance; Setbacks and Advances cancel each other out. What I'm really looking for is an easier/faster way to build the dice pools and to auto-calculate the result and Setbacks/Advances.