Hello Guys and Girls! I'm playing a homebrew at the moment, and we are using roll20 for the first time. I am trying to macro up our next game and I'll use the &{template:default}{{name=...}}{{}} syntax for mostly everything. If I understand it correctly there is no way to store a value (and therefore rolls) with the standard range of macro commands in roll20 at the moment, is there? FIRST example : A player named TestBoy has an Attribute "One Handed Weapons" with a value of 68 out of max 100. I let him roll a d100 and if he succeeds getting a lower roll he hits. I can do this in this way: /roll 1d100<68 Which is not so pretty, but has all information. What roll (how many what sided die) did he do, against what did he check, what did he roll and did he succeed. Now if I want to make it easier for him I could do a macro with something like the following: &{template:default}{{name=Skillcheck}}{{One Handed Weapons Skill Value=@{TestBoy|One Handed Weapons}}}{{vs 1d100 Roll=[[1d100]]}} But i cannot show him "Success" Or "Failure" because the [[1d100]] role cannot be accessed further. If I could've stored my [[1d100]] I could display it AND show a [[Var]]<68. The tooltips above a inline calculation/'roll' are clunky at best, but mostly useless for multiple handling of one roll. (i.e. i could only present the last calculation and then show intermediate steps only if user hovers above it, but that's not really a solution. SECOND example : A player named Testboy uses Attribute "Bow" to determine if he hits enemies. Before he shoots he can decide to target a specific body part, which makes the roll harder but the dmg greater on success. This is easily done when those are linked linearly, head: 40 harder, 4 more dmg, limbs: 20 harder, 2 more dmg. In this case you can use the ?{Which Body Part|Head,40|Limb,20} query: ?{Bodypart|Head,40|Limb,20} &{template:default}{{name=Bowshot}}{{HIT=[[@{Testboy|Bow}-?{Bodypart}[extra]]] vs [[1d100]]}}{{Damage=[[3d3[normal]+[[?{Bodypart}/10]][extra]]]}} But if i would like to have something like Head (40,5) Limbs (30, 3) Torso (20,1) I sadly don't know how to do it anymore. One Idea of mine was having TWO rolling tables (roll modifier / damage modifier) which have 3 rolling tables [40][30][20] and [5][3][1] and then querying with something like ?{Bodypart|Head,1|Limbs,2|Torso,3}. Now if the user selects limbs I was trying to get the second table of the roll modifier table (and rolling through a 1 entry table gives the value) and accordingly the second table of the damage modifier table. This is a workaround how to get multiple related values with one query. To make it easier I could have used two queries ?{Bodypart_dmg|...} and ?{Bodypart_roll|...} but the user would have to select Limbs twice, which is annoying and can lead to errors. Can someone show me a working recursive Table select example which I could use here? 2. I want to make a "default skill check" macro, using queries ?{} to access different attributes . Lets say we have Testboy, Testgirl and Testmonster as characters, each have "Bow" and "One handed" as attributes. Testgirl has "Heal" and Testmonster has "Acid". My goal is it to make a macro where the user SELECTS (drop down) one of it's attributes and rolls a 1d100 against it. I think the first hurdle is getting a 'collection of player attributes' to fill my query values. This, as far as I can see, is not possible (?). I can circumvent this by filling the macro with "Bow", "One Handed", "Heal", and "Acid". User has to be smart enough not to check against a skill he does not posses. That's ok. BUT: As I understood it attribute calls like @{} %{} (and #?) are done before the rest of the macro is evaluated. Is it even possible to check an attribute given by a ?{}-query? ?{Attribute|Bow|Acid|Heal|One Handed}&{template:default}{{name=Skillcheck}}{?{Attribute} Skillcheck={@{Testboy| __(?{Attribute})__ } vs [[1d100]]}} With those two issues handled I could much easier tackle the many different modifiers and custom game rules we use (backstabbing, surprise, "acting according to your character's aspects" etc). 3. I forgot how to ignore errors! Lets say I have characters Testboy and Testgirl. Testboy has "one handed" attribute, Testgirl has "bow". Both attack with a dagger. Let's say I've got a custom rule saying "you can use a skill not correct for your weapon, with a 30 point malus. One way (without having answers to above questions yet) would be to just say something like [[1d100]] vs @{one handed}[[@{bow}-30]] Idk like saying "try to pull one handed and bow, only show which you could pull from"? I don't know if this is possible, but i seem to remember something slightly about macros being able to ignore errors. If they stop parsing or just have a logic with using 0, "", etc i don't know Thank you for your help! best regards