I'm not very good at this stuff, so apologies if this is an elementary question. I'm trying to develop a macro for a game that has the players roll a variable pool of d10s (normally 1-4), and then take the highest roll to determine success. It's not a binary success/fail system, instead having tiers for crit success and failure, success with a drawback, regular success, and regular fail. Also, certain tests, depending on the difficulty, require the player to drop the highest roll from their pool, and then use the second highest to determine success/fail. And, another difficulty level forces the player to drop the highest two rolls from their pool, and then use the third highest to determine success/fail. I'm trying to develop a couple of macros that would serve each difficulty tier's purpose, also prompting the player to enter their dice pool before rolling. The standard difficulty, where the highest roll is not dropped, seems easy enough: ?{Enter Dice Pool|1}d10kh1 I'm having trouble making the other difficulties work. Based on some older threads, I played around with using some combination of kh/dh, but that seems to drop all rolls. So, ?{Enter Dice Pool|1}d10dh1kh1 for example, doesn't keep anything and returns 0. I started messing around with Power Cards, hoping to output the scaling success/failure process more neatly. That was easy enough to do for the standard difficulty. I tried using conditionals for the other difficulty rolls with drop/keep, but no luck as of yet. Any help would be much-appreciated. Thanks!