That is why I said that if a sheetworker is created to insert these weapon proficiency bonuses somewhere, a new attribute would need to be created for them, or a new one for any bonuses build into the weapon itself (craftsmanship and/or enchantment) would need to be created, because all 3 of those are using that one field at the moment. I see what you mean by that now. To be honest, I think you should do that anyway, even without a sheet worker. Having the weapon's quality bonus should be separate from the character's skill bonus, because it simplifies upgrading when skill increases, or they (if possible) modify the weapon. So it looks like (for melee weapons) you have all these bonuses: PP Bonus: a stat bonus HTH: a general ocmbat skill bonus Proficiency: the skill bonus from training in specific weapons Item Quality: whether magic, or otherwise Temp: any temporary bonus not covered by the above, like buffs. Thing is, I think players would like to see the total of all those bonuses on their character sheet next to their weapon, and not have to hit the attack or parry bonus to see what it is. So my suggestion would be to use your idea of having a hidden section to store extra details, but what I'd do is have the fiollowing: Visible Row: Weapon Name, Temp strike, Total Strike, Temp Parry, Total Parry, Temp Damage, Total Damage Note that you can combine a button and span, so the Total Strike, Total Parry, and Total Damage could be buttons. They display the total but arent editable, and the user clicks them to trigger the macro. Hidden Row: You arent limited to having just one row. You could have a complete breakdown of what makes the weapons abilities, including Weapon Proficiency name (used for matching on the proficiency section) Item Quality, Different Attack, Parry, Damage modifiers A textArea for weapon notes the players might want to keep track of, including say a description. It's up to you how detailed or minimal you want to be there, but I do recommend separating proficiency and item quality, and having a box for proficiency name separate from the weapon name (to account for named or special weapons). The total bonus for each can be calculated via autocalc or sheet worker (my preference), adding up the various bits, because players like to see their totals. All of that's a bit of a digression from the thread. Back to the topic: Assuming you go the route of having separate item quality and proficiency bonuses (whether or not you do any of the above), and have a box for the name of the proficiency, I can create a couple of sheet workers to calculate these. A sheet worker for your proficiency section. Whenever you change an attack or parry bonus, the worker is triggered, gets the name of the proficiency, and the bonus that just changed. Then it looks at your weapon list, and finds every weapon that is using the same proficiency name, and updates its proficiency bonus. A second sheet worker for the weapon section: whenever you add a new weapon and enter its proficiency, it is triggered, and looks in the proficiency section, finds the attack and parry bonuses and inserts them for this new weapon. The proficiency name could be an abbreviation or number, to keep the box size small - it doesnt matter what it is, as long as there's an identical identifier in the proficiencies section. (You could add that, so proficiencies might have an extra column for the abbreviation identifier: eg Proficience Name: Crossbow, ID: xb.) Would you want to use that approach?