GURPS needs two things to improve support... Euclidean distance on Hex Grids for ranged combat, Manhattan distance on Hex Grids for movement Flip the colors for critical successes; for GURPS, they're backwards Being able to efficiently compare the total of 3d6 to a target number #1 is easy; just include both distances when measuring with the ruler. Also, hexcrawl travel maps should be exclusively Euclidean. Fix the Euclidean support for Hex maps. Hmm, maybe available distance measurements should be checkboxes, accessible from the ruler, rather than exclusively one or the other, except for movement... #2 is trivial per die, but for the sum, it's more complicated, because 3 and 4 are both critical successes in GURPS, and 17 and 18 are both critical failures. It sounds like Roll20 should be providing us with a rollable table for GURPS; GURPS isn't exactly a small system. #3 is simple to say, but trickier to implement. When you type "/roll 3d6 < 12" to roll against a target number of 12, you might expect the dice roller to sum up the 3d6 and compare it; but that's not what it does. Instead, it compares each d6 against 12, and counts 3 successes. Roll20 has very poor support for comparing a sum of dice against a target number; so far, you can only compare TWO OR MORE sums of dice against a target number; for instance, "/roll {3d6, 18} <12" will technically work, but we're throwing in brackets, a comma, and an automatic failure to compensate for a missing dice operation. Maybe "/roll 3D6 < 12", with upper-case instead of lower case, would work?