Because of the current implementation, the history of the status markers reads from right to left (oldest to newest). It should read from left to right, so the oldest is on the left, and the newest are on the right, in the same way people read written English. For consistency, this would mean that the first status marker would come in on the left hand side of the token, and newer status markers would come in on the right side of the last status token. Because of the way the current status marker list displays, reading the history of the current status markers is unintuitive and awkward. The new status marker badges can’t take multi-digit numbers, and thus aren’t a great option for tracking ammunition, which will consistently be above 10 units. The bars are better for this, but what would be even better than that is if the bar bubbles had ammo icons and could stay up while unselected, without the bar. Sometimes, tracking a static number is all you want; there’s no real maximum capacity on carrying ammo, besides your physical carrying capacity, which has to account for the weight of other equipment. And players who have a reasonable choice of equipment are going to need to pick their own icons for that bubble, to represent their personal choices; a player has to be able to communicate to his GM which ammo indicator represents his Gyroc, and which represents his crossbow firing corded thermite. On a related note, the only icon in the status markers fit to represent ammunition is the grenade, and that’s clearly more of a “special” ammunition type, rather than say a bullet (western settings), a modern ammo magazine (clip, whatever), or arrows (for medieval settings). Please include a convenient way to visibly represent ammunition, and I argue that the bar bubbles with selectable icons (in the same way as the status effects) is best for that. We still need more than 3 bars, or perhaps, a single bar with multiple “stages”, JUST to represent health levels! Exalted (and World of Darkness, to some extent) have multi-stage health levels, and each stage can grow independently of other stages. For instance, a Dragonblooded can have one -0 health level, three -1 AND -2 health levels, and a -4 health level, before they’re incapacitated; a Dragonblooded can never gain -0 health levels, unlike a Solar, who can have multiple -0 levels, and -1 and -2 levels at a completely different rate. Representing this with standard bars would require at least 4 bars. A multi-stage bar could do the job, but each stage would need its own color. Multiple stages would also be helpful for when players gain temporary HP, that has consequences when it goes away. Can we also have the bubbles representing the bars re-ordered sensibly? There’s little point to putting the third bar in the order first, followed by the first bar going second. Another important thing to note is that, sometimes, the GM may know the game system’s rules and setting inside and out, but doesn’t know Roll20 worth a damn, and leaves it up to the players to solve their own problems, even when Roll20 won’t let them do that without the GM’s permission. The token features are an important example of this, not allowing player access to the bars and auras without the GM granting explicit permission for each individual thing. The tokens need to have a one-click “grant the controlling player complete editing control” feature, or maybe default to player control with a universal GM override, instead of making the GM click a series of checkboxes he doesn’t understand. Otherwise, the GM just isn’t going to know what a feature is for until his players use it. It should be something the GM can turn off, if his players are abusing the feature, but until the GM learns what it does, the feature goes completely unused. Part of the problem of tucking the bar colors away in the GM’s Campaign Control is that the players will never have the chance to edit it, and let the GM know it’s there, much less customize it for the needs of the campaign. Features should generally be designed with the assumption that players should use it until the GM concludes he has a reason not to, unless otherwise well-behaved players could use it in a disruptive fashion. Don’t assume that the GM is going to be the one doing all the Roll20 work; when he learns all the features, sure, but until then, one player may do the character sheets, one may do the tokens, and one may doodle up some backgrounds, since they can’t select actual art. And frankly, that’s the fastest way for a quickie campaign to get started, rather than have the players wait around for the GM to do everything he doesn’t know how to do.