Thanks, David S. I never use Toughness in any of my formulas, so I never ran into that problem. So, on my sheet I still use the d12+1-4 in the drop down. I had originally had them removed, similar to Josiah's newest version of the sheet, but the single drop down took up less space, so I went back to it. Here's what my sheet looks like... Basic Info/Core Sheet One difference on this, you'll notice the Wild Die box. I added this, because there are Edges that allow you to have a d8 Wild Die. I had originally thought of making that a drop down with just a d6 and d8 option, but then got to thinking I'd leave it as a numbered option, because we are playing on a new platform, so why constrain myself...perhaps I'll want a less powerful Wild Card, so I could have a Wild Card with a d4 Wild Die, or perhaps a slightly more powerful on with a d5 Wild Die. I may go back and change it later, but for now...that's the way I'm handling the Wild Cards. To work for Mooks, I'd have to change the formulas, but I saw a sheet for D&D 5e that has a checkbox to change the entire sheet to an NPC sheet, so I'm considering doing something similar, because I don't need all this information for a Mook and that would allow me to have non-Wild Card rolls with different formulae. Here are the other tabs: Edges & Hindrances: A note on this one..."Took at..." is where I keep track of how the character got the Edge. Took at Creation, Took at 5xp, GM Gift, that sort of thing. This particular character is old, before I started doing that sort of tracking... The main problem with the Skills in this format is that I haven't found a way to easily create Token actions. You can still do the trick Josiah mentioned of using the Inspect tool and then redoing the formula, but that could be a lot of work. The Ranged Weapon section isn't visible on this, but it's constructed much the same as Melee Weapons, only doesn't add Strength. You'll note the Raise column...our group uses a modified version of Raises...the first raise adds d6 to the damage, but each subsequent raise increases the die type a step, up to a max of d12. This drop down includes a d4 option, incase I ever decide to do something different... Spells are constructed similar to weapons, only split out between Damaging-causing and non-damaging spells. I did it this way, because I didn't want to have a macro button for spells that don't need one. The Spell damage here is constructed like Ranged Weapons damage, so you can get a feel for what it looks like. I realize you could use the Info&Notes tab of the Roll20 character sheet for this type of thing, but I figured, "Why?" This would allow me to keep a quest log with important information relevant that quest and not get it muddied with other quests which may be going on simultaneously. I've just finished this so haven't had done a lot of extensive testing on it yet, but if anyone wants the code, just let me know - I'm happy to share it.