1) I'd like to second Kazin's requests about Seriously Wounded/Wound Threshold and Current HP for NPCs. The weirdness around Wound Threshold and HP has caused me to mostly stop using the NPC sheets for tracking the HP of my NPCs. Instead, I purely use an related Bar on their token. It seems pretty silly to have these lovely NPC sheets, but have to perform a kludgey work-around instead. A toggle to turn off the Wound Threshold calculation would be helpful. The ability to manually adjust a characters Wound Threshold would be better. The ability to override and apply a custom current wound penalty instead would be even better than that. 2) On a related note, the automatic calculation of NPC HP by their Body and Will stats is actually annoying, rather than helpful. As a GM, sometimes I want to make a fight simpler or harder. The easiest way to do that should be to drop the HP of my mooks, or beef up the HP of a boss, without necessarily changing a stat that would affect their skill checks or death saves. I might want a big intimidating mook with a glass jaw, who can hit hard and succeed at Resist Torture/Drugs, but is still likely to go down to one or two gunshots from a PC. Or I might want to beef up a boss with 10 extra HP so he's not one-shot before he can monologue. There's not currently a way to do either of those reasonable NPC gimmicks that won't randomly reset to default HP when I least expect it. In the use-case of the Mook, the work-arounds will also apply a Wound Penalty to all his other skill checks because he's at half default HP, so I then need a work-around to my work-around (bumping his other stats up to counteract the automatic penalty). A toggle to turn off automatic stat-based HP updating would be helpful there. 3) Tangential to this, I find the Critical Injuries section of the character sheets to be almost unusable. It's not drag-and-drop, because the individual Critical Injuries are not in the compendium as separate sections you can drag. So you have to fill it in manually. Which would be fine in theory, but in practice the options presented don't match the rules. Specifically, there's a section for "Treatment DV" that doesn't have the option to type in an entry, you have to choose from a drop-down menu of "Simple", "Everyday", "Difficult", "Professional", "Heroic", "Incredible", or Legendary". The problem is that the charts where Critical Injuries are detailed don't use those terms. The rulebook/Compendium instead says things like: Paramedic DV13 Paramedic DV15 or Surgery DV13 It doesn't use the difficulty words, so you either have to have them memorized, or do a separate Compendium search for "Difficulty" and look them up. (A Compendium search for "Everyday" or "Heroic" doesn't find anything.) But you'll also notice from that chart excerpt above that there's really at least two difficulties per Critical Injury. There's a Quick Fix and a Treatment, and sometimes those Treatment values have multiple skills attached. If your party is hardscrabble mercs with no party MedTechie and perpetually short on cash, they might have a crit for a couple sessions, so being able to easily import and reference the relevant data would be very useful. I think the ideal entry for a usable Critical Injury field on the character sheet would be to implement one of the following. listed in order of my preference: Let the user pick a specific Injury from a drop-down menu, and just have it populate a text description of all the relevant details, including modifiers and treatment time. There are relatively few Critical Injuries in the system, so it probably wouldn't be terribly labor-intensive to code the character sheet to have this feature. Or, you could have separate entries in the Compendium for each possible Critical Injury, and the ability to drag-and-drop them onto a character sheet directly. Or a low-effort option might be to just change the Treatment DV drop-down to match the possibilities from the Critical Injury chart (such as "Paramedic DV15 or Surgery DV13" as one entry), so that the user can pick the correct one instead of only being able to choose from options that don't actually match the rules. Or if none of those options are easy to code, then at least just change the Treatment DV field from a useless drop-down menu to instead be a text-entry field with enough space to enter the Skill name(s) and Difficulty by hand. Any of those options would be much more useful than the current Critical Injuries field implementation. 4) Unrelated to points 1 to 3, but instead a follow-up to my posts from a month ago: The problems with Edge browser and the Compendium that wasn't working a month ago have all cleared up, and seem to be working fine these days. If memory serves correct, they were fixed a few days after I first complained, and I believe it was something the Roll20 team did to fix it in response to my bug report. So, thank you, whoever did that!