GURPS needs these things to improve support... Display Both Euclidean Distance for Movement, and Manhattan Distance for Ranged Combat, on Hex Grids, Simultaneously (no having to switch from one to the other mid-session; make them selectable with checkboxes, so that both can appear at once) Allow Crit Ranges to be assigned Per Skill via Macros, even when Crit Fails should be High, and Crit Successes should be Low Being Able to Efficiently Compare the Total of 3d6 to a Target Number with Dice Macros Align to Grid for Hex Maps Two Tokens Occupying the Same Hex, (one half each), With Preservation of Facing; Important for Close Quarters Combat Support for Combat Postures, such as a One Hex Token Changing to Occupy Two Hexes, for When a Character Goes Prone Tokens Occupying Multiple Consecutive Hexes, Including Consecutive Linear Hexes, and Oval Clusters of Hexes, from 3, 4, 5, and 6 to Larger Multi-Stage Health Bars that Track Negative HP Limits, Positive HP Limits, and Temporary Health Points #1
is easy; allow measurements to be selected via checkboxes, and allow the players to include both distances when measuring with the ruler.
Also, hexcrawl travel maps should be exclusively Euclidean. Fix the
Euclidean support for Hex maps. #2 is
trivial per die, but for the sum, it's more complicated, because the total of 3 and 4
are both critical successes in GURPS, and the total of 17 and 18 are both critical
failures. For higher effective skill levels, these numbers change. It sounds like Roll20 should be providing us with a dynamic 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, just to compensate for a missing dice operation. Maybe "/roll 3D6 < 12",
with upper-case instead of lower case, would work? Maybe "/roll 3s6 < 12", with "s" for "sum"? #4 just needs an appropriate interface for hexes; also, rather than defaulting to a small number of grid spaces for distance, use the map's length and width in grid spaces, with an option for custom dimensions, so the furthest edge of the GM's map aligns closely on the first try. #5 needs a hidden way to fall back to a Triangular Grid, so two tokens can take up 3 of the 6 triangles in a Hex. #6 needs a way for tokens to change their shape and dimensions, and assign the center of rotation asymmetrically. Bonus points if more of the portrait can be revealed as the dimensions extend! #7 needs a way to assign what hexes in what shape are part of the token, and which hex is the center of rotation for the token. #8 just needs some additional delimiters to the existing health bar, and appending a separate health bar for the Temporary HP on the same bar line.