You can use a kl operation in the damage roll instead of in the turn tracker. Damage = [[2d6 + [[ {@{tracker|Item Name},@{bob|strength_mod}}kl1 ]] ]] The counter will keep going but bob's strength mod will cap the damage added. I don't think you can do much about the tracker item, doing any kind of comparison on itself is impossible since Attributes are called before math is done, and without Pro you can't write values anywhere else. You could potentially hack something together using multiple turn tracker items but that'd get messy quickly since there's no way to hide them.