GiGs, In answer to your question - Yes, I would do it that way and did before the epidemic. And it hasn't been a problem so far. In fact, my players have found it to add an interesting element of the unknown (along with a certain amount of stress/pressure that comes with that - a good thing for my game's overall dark theme). This element creates a more immersive effect to the overall game and takes away part of the straight number-crunching aspects of it. It makes it feel more organic to have your pain/injury level only given in an approximation and not as a hard number. It also makes healing a little more realistic, since my healer's rolls are also kept secret. I equate it to real life effects. When you are hurt, sometimes you don't know exactly HOW hurt you are. You can take medicine and feel better for awhile, but you don't know exactly HOW effective the medicine truly was, in the sense that sometimes you find out that perhaps you only FELT better for a bit, but once you tried to do something (or took further injury), you realized that you may not have been fully healed before. I am not a fan of the style of games that have become popular in recent years that eschew rules in favor of narrative, but I AM a BIG fan of immersion. I realize that sometimes that immersion comes at a cost (usually paid by me, in the form of a bit more record-keeping), but I'm willing to pay that cost for the heightened experience given to my players. While I prefer games that DO have the numbers-based systems to resolve most important issues, that doesn't mean that I want them to FEEL like they are being resolved by a numbers-based system for my players. I'm not trying to run a mathematics-heavy simulation here. That's where the benefit of a computerized game system like this can come into play. If I can get it to automate some of that extra record-keeping for me, then I can concentrate on the other immersive elements of the game. I prefer to have, and use, rules and game mechanics, rather than strictly "wing it" arbitrarily, but I want those rules (at least in this online setting) to be as much in the background as possible. I don't want my players thinking of their characters as a bunch of numbers, though those numbers DO need to be there. All of that being said, and I don't want to sound defensive/argumentative here, I guess I would ask - do you think that the Roll20 designers asked the same question of the first person (externally or internally) who mentioned Line of Sight, Advanced Fog of War, or Dynamic Lighting effects? Would you classify those as "bad ideas" as well, if they weren't already in the program and only just now being suggested? Those are things that most would have a VERY hard time implementing at the game table, but they are significant features offered by the online platform and they add exponentially higher levels of immersion (and enjoyment, if you prefer their use). They also present situations where the players are ignorant of the maps and other player's locations on them (such as a healer not knowing where the rest of the party is sometimes, even), and this could cause confusion and frustration and may not have "good effects on the game" either. (That being said, I acknowledge that those effects aren't preferred by everyone, as it is. I'm just making a point here.) Online play is missing some elements of immersive gameplay and enjoyment that can only be provided in face-to-face environments, but it offers up some other elements in an easier to use format that would be more "number-crunchy", and would detract from the game, in face-to-face gameplay. I'm not trying to make this a video game at all, but if there are simple coding methods to get some of these effects, I would like to use them. That's all I'm saying. (P.S. - Additionally, I should probably point out that I am currently only running games for my real-life friends who have played face-to-face around the table with me before. I can understand how this sort of game mechanic (keeping actual HP secret) could be disconcerting and could cause an issue with players who aren't already familiar with me or my game style.)