Hey there. Here's how one of my attributes is being calculated, for example strength (by input of player). For strength max, they can update that in their character stats when needed upon leveling (I still do ability damage like in 3.5 d&d). Strength: <input type="number" align = "center" name="attr_Strength"><input type="number" align = "center" style='width: 35%' name="attr_Strength_max" value="@{STR}" disabled="true"> Here is how a skill value and roll is being done. Below that is the proficiency field. Bows (DEX)</b> <input type="number" value="@{Dexterity}+@{bows_pro}" name="attr_bowshit" disabled="true"> <button type="roll" value="@{character_name} rolled [[d20+@{bowshit}]] to hit with bows!" name="roll_Bows(DEX)"></button> <div><input type="radio" id="Bows_none" name="attr_bows_pro" value="0" checked><span></span> <input type="radio" id="Bows_versed" name="attr_bows_pro" value="@{Versed}"><span></span> <input type="radio" id="Bows_proficient" name="attr_bows_pro" value="@{Proficient}"><span></span> <input type="radio" id="Bows_specialized" name="attr_bows_pro" value="@{Specialized}"><span></span> <input type="radio" id="Bows_legendary" name="attr_bows_pro" value="@{Legendary}"><span></span> And here is that proficiency level bonus. Another weird thing I can't get around (I am very inexperienced at coding, this is my first time every using html), is for the proficiency/specialized/legendary input. Below, for versed/proficient/specialized, the player can manually enter those bonuses. The reference modifier shown for given skill (such as bows) for that proficiency score is great, and the roll works great. But whenever I manually enter a value through a calculation based on character level, or simply enter a number such as "5" and disabling it like I did for specialized below, the result shown for skill modifier reference is still correct (character with three strength and +5 legendary shows a +8 with bows), but the roll itself doesn't include the specialiezd bonus (or other times, when i computed all 4 of them based on character level, the roll would give a bonus that was far higher than it should have been, but again the modfier shown for player reference is always correct). It would be nice to have this autocalculate for rapid NPC generation in my modded system. Perhaps these issue are related? Thanks again. Versed: <input type="number" align = "center" style='width: 27%' name="attr_Versed"><br> Proficient: <input type="number" align = "center" style='width: 20%' name="attr_Proficient" ><br> Specialized: <input type="number" align = "center" style='width: 16%'name="attr_Specialized"><br> Legendary: <input type="number" align = "center" style='width: 18%' name="attr_Legendary" value="5" disabled="true"> </h4>