Hi Andrew, Yes, there has been some additions to the sheet, mostly added by myself. I created the Ship tab based on input in the Sheet request thread, and since I have received a lot of suggestions for improvements, like the updates to the Gear list. I have tried to make the additions that significantly change the sheet or Player interaction as optional settings under the Configuration tab, as much as possible. As mentioned above, in order to push rolls you will need to install and enable that script. For all rolls that are pushable, it will instead use the Script. There are smaller differences between the output, but in general they should be similar. To use the script the GM needs to be on a Pro subscription. I have honestly not tested with 3D dice before, and it is as you say - lots of dice without really relating to the roll that you made. The reason behind this is the fact that the Year Zero Engine rolls aren't really that well supported by the roll mechanics in Roll20. In order to display the rolls in a manner that works with the YZE mechanics the sheet will first roll many dice (18 base and 10 stress) and then only show the results up to the number of dice you really wanted to roll. All other YZE sheets work the same. This means that every roll will reach the maximum number of 3D dice, which seems to be 20 according to my test just now. I would recommend that you disable 3D dice, since they also do not show difference between stress and base dice, but just plain D6s. I agree with the modifier popup window, it can be something that is difficult to get used to. I am working on something that will allow handling permanent modifiers, that can be used in the sheet to add modifiers. What I can do is create options in the config tab to enable/disable the modifier popup query and the permanent modifiers in the sheet. Perhaps including the modifier query popup is something that could be a tickbox in the sheet itself, like the "Make roll secret" button? You can see a discussion towards the end of this thread with more info on what is in the making right now: <a href="https://app.roll20.net/forum/post/10565779/alien-rpg-sheet-version-3-dot-00-pre-announcement/" rel="nofollow">https://app.roll20.net/forum/post/10565779/alien-rpg-sheet-version-3-dot-00-pre-announcement/</a>. The Health bar is just that, it should be fully filled when you are at full health. In other Year Zero sheets there is instead a damage bar, which are similar to the one you have in the Ship tab where each checkbox in the bar represents one point of damage. The tricky thing about having a Health bar is that it is very difficult to know what to initialize it to - when you generate a new sheet all attributes and values are 0, thus setting the health to 0. There really is no good way to know when to update the current health unless the Player or the GM does it at time of creating the character. One way to address this would be to change the Health bar to a Damage bar, but this would really change how you use the sheet and would be confusing for anyone used to the current way. Perhaps this could also be a configuration, to toggle between tracking a characters Health vs the Damage it has sustained. Appreciate the feedback, and any further thoughts on suggestions above is also greatly appreciated. Best Regards, Richard