I love the work that GM Matt did, originally, but I'm glad you're working things up, better. The existing sheet does a LOT to automate the game, but what you're doing is going to make things so much easier. Thank you. Now to my recommendations... if we're still getting a damage descriptor, instead of it stopping at telling us what our roll total is, I'd like chat to go a bit further with a descriptor when the damage result is 6+ points below, like "No damage done". I know it might seem inane or unnecessary to add it, but trust me when I tell you the descriptor would be nice to have. You asked about action modifiers could be done, such as size modifiers, shotgun blasts, movement, etc. When the action window comes up you're asked for the difficulty number, which you've already explained will be taken care of by the sheet, instead, yes? Perhaps, instead of difficulty number, the same box comes up for the GM to select bonuses and penalties, including aiming and the like. Armor and Toughness are dealt with in a silly manner by USIs rules; sorry, but it's true. Toughness is equal to Strength, so it doesn't need to be displayed, at all, as far as I'm concerned. Unless, of course, there are Perks to add to Toughness, and then it needs to be shown. Armor needs to be added to it, of course, but if you're building in a "worn" check box -you may want one for body, one for head, leggings, etc., though I don't think you really need to go beyond head, body, and shield. You have Possibilities listed for that side-bar on the upper-right. Is it possible to build the title into a button and make it subtract one Possibility from the entry window, below? You also mentioned a back-side, as it were, another tab, for the sheet. This is only a request, and I'm uncertain how important others could see it being, but would it be possible to add in an Adventure Log, where the Player, or the GM for all the Players who participated in the adventure, could add the name of the adventure and allow the Player to do a write-up of what they remember of the game. The way cards are dealt could give a clue to how to handle the first part... the GM could choose the names of those who participated, hit submit, and it adds a space for the Player to do their write-up. Tips on tricky card play... the design Roll 20 has is strictly for table-play cards (four suits, 52 cards). Can you build larger decks? Yes, and I have, and they're working, but it's extremely limited. The control property of each card should be assigned when the card goes out. A Player should be able to discard out of their hand, not be required to move it to the desktop for GM retrieval. A Player should maintain control of the card so they can put it back in their hand, if they wish, or release it to the tabletop or to the discard pile. A Player should be able to show the GM the card, at full size, either in their hand or strictly with the GM (to ask what the card is used for and/or ask approval to use it) or one or more Players, at their choosing, and maintain control of their card until they can either give that card to another Player, arrange for a trade, put it on the VTT, retrieve or discard it. Finally, it would be nice if, instead of being allowed to display "All" or "By Deck", allow for GMs to add various card decks and their buttons to the Card Display; this would allow each Player to shuffle a card from their hand to their pool, and all new cards would go to their hand. Right now, all cards go to the hand, and that's not the wrong or bad place for it to go, but each GM has to create a card to separate the Hand from the Pool, which is a rather important distinction. In fact, I have to re-develop my Hand/Pool separator card so the Pool goes to the left of the card, the hand to the right, because new cards go to the bottom of the hand, or to the right. Other than that, the decks and the cards are imminently easy to use. If there's anything else I can do, I will be happy to help. I love Torg Eternity in a way few can fathom, so if there's a way I can help, I'm all over it.