Issues: Pre-Generated Characters do not have Role Abilities pre-filled, NPCs are missing several fillable fields, and NPC Cyberware is poorly implemented. Issue 1: Pre-Generated Characters do not have Role Abilities pre-filled I understand this may be caused by Role Abilities not having been present when the sheet was created but I would appreciate if these Pre-Generated Sheets were updated to include their Role Abilities to enhance ease-of-use. Issue 2: NPCs Sheet are missing several fillable fields. Several of the Pre-Generated NPCs in the Core Book and thusly the Roll20 Compendium have Role Abilities
(Pyro has Combat Awareness Rank 4, Netrunner & Netrunner Team Member
for Exec have Interface 4 and 2 respectively, for example) but cannot access the full Role Ability menu to assign the Pyro's Combat Awareness points, or easily reference/keep track of the Netrunner's Programs. This has caused me to discover other issues with the NPC sheets, such as not having a section for Vehicles which damages the ease-of-use of the Driver Team Member Pre-Generated sheet for example as they come with a Compact Groundcar with a Seating Upgrade but no field to put it in so it just isn't included by default even in their Gear Section for some reason. Requiring you to switch the sheet type to PC to add it in the appropriate field, which then causes more issues. Issue #3: NPC Cyberware is poorly implemented I understand the simplified list was created for ease-of-use but it causes multiple issues. Having one ever-growing vertical list of Cyberware makes organizing said Cyberware harder which in turn makes parsing through an NPC with a lot of it (i.e the Cyberpsycho) more difficult then it needs to be. This has caused me to have to completely reconfigure Cyberware sections of some NPC sheets but not end up entirely happy with them. Having overall Slots Available is not useful. It does not by default take into account Internal/External Cyberware Slots which then requires me to add "Internal Cyberware" and "External Cyberware" as Foundational Cyberware, sort them, and have them clutter up the list. This in turn does not make it easy to see how many slots of a specific type are being taken up unless manually sorted, which is tedious and makes the Pre-Generated Sheets harder to use especially due to some confusing Cyberware placements due to the disregard for Internal and External Cyberware. For some examples, the Cyberpsycho has the Cybersnake and Grafted Muscle and Bone Lace under the Cyberleg, but has the Subdermal Armor under the Neural Link, this can be confusing at a glace due to the fact that the CyberSnake and GM&BL are Internal Cyberware not Cyberleg Options, and the Subdermal Armor is an External Cyberware not Neuralware. So a new Referee may misunderstand how many slots they really have to work with when adding Cyberware to these sheets. Pre-Gen Cyberpsycho on the left, my reconfigured Cyberpsycho on the right. For my last example we return to the Driver Team Member which by default has 4 Cyberware. A Cyberaudio Suite, a Radar/Sonar Implant, an Internal Agent, a Homing Tracer, and lastly a Radar Detector. The Slots Available says 4/3 which indicates that this NPC by default has an illegal amount of Cyberware. But this is not really the case, as you could probably guess the issue is that the Radar/Sonar Implant is a piece of Internal Cyberware. This can be theoretically easily fixed by just including 14 Slots by default and clearly denoting that 7 are for Internal Cyberware, and 7 are for External Cyberware. Now onto the final issue for now. The formatting of the Cyberware sections on the sheets are so different switching an existing sheet from one type to the other causes major issues. Attempting to switch a sheet from PC to NPC or vice versa after putting in Cyberware does not visually transfer it, so switching an NPC sheet to a PC sheet so you can fill a PC sheet only field it's supposed to have been filled requires you to input all the Cyberware they're supposed to have again. The Humanity Loss from both the PC and NPC sections are combined (As both sheets' Cyberware is considered installed) but only displays the Current Humanity if the sheet is a PC Sheet. When rolling with the Driver Team Member for example, their EMP is counted as 3 even though it displays as 5 in the NPC stat block, shows the Humanity as 40 (Which would indicate EMP would be at a 4 but is actually just the Maximum Humanity) while the real EMP is 3 because the installed Cyberware drops their Humanity down to 34 so EMP becomes 3. Which you would only know by switching the sheet to PC or doing the math and recognizing that these numbers are inaccurate causing more potential confusion. I would personally be fine with the NPC toggle simply just hiding the lifepath fields from the PC sheet and being done with it. I feel like that would ensure all neccesary gameplay-relevent fields are fillable and minimizes confusion. Maybe let us customize what toggling NPC on hides or let us pick the simplified fields such as the Cyberware List of the existing NPC sheet for example. I am not sure how difficult implementing any of that is though so I can't blame anyone if any of these suggestions aren't implemented. I realize this post is long and may seem like a teacher berating a student for making the same mistake multiple times over the course of a single night. But I do hope I was clear, detailed, and construcive enough to assist in making the sheet the best it can be for as many people as possible. Any Roll20 Team Member reading this do know that you have my upmost respect for making this sheet in the first place and I wish you good luck in the future.