From a DM's perspective, the Beacon 2024 NPC sheets are totally unusable in any encounter where there are more than three types of creatures the party is facing. Juggling several open NPC sheets at the same time is just too time consuming. When the object (at least from my position) is to quickly get through the adversaries and get back to the character turns, the current sheet drag and slow everything down from the game master perspective. Totally unnecessary. Your points are valid. Access to workable macros in the sheets would make the new NPC sheets usable, but, unfortunately, we cannot see the workings within the sheet to utilize tools to make the game flow faster. For this reason, I need to continue to use the 2014 sheet for my NPCs to get the mods and macros which help me keep the focus on the players. As additional feedback, as my 2024 games have progressed into higher levels a majority of my players are starting to hate the new sheet. With an increasing amount of 'Effects' which constantly need to be switched on or off, each turn is being consumed by the player needing to scroll through a long list of 'effects' and then back up to do their action. The sheet itself is very clunky and non-intuitive for most of my players. When I have to guide experienced players on where to find things on their character sheets, there is something wrong. These same players need no help in my 2014 games, so it is not them. Moon Bear said: There's a lot of comments on here from Players and their sheets, but have any DMs been using this for monsters and found it a little...slow? I've been creating some monsters from a 3rd party source and just found the whole process a little tedious when compared to 2014. Here's some examples that explain better what I mean. Editing in general For statblocks before, I could click 1 icon to open all of the details, skills, attributes and condtion/damage resistances and edit them accordingly. But now these are 4 different sections with 4 different dialogs that open, some of which of more than 1 tab. In the case of damage specifically, I have to open a dialog, click Add, specify if I'm adding a condtion or damage, then select a type from a dropdown, then select a type of resistance. This is a lot of work, and has to be done for each individual damage and condition type? Adding Actions When adding an action now, I have to specify the calculation for how the modifiers are calculated. It was easier to just specify the number as listed on a statblock and be done with it, but now I have to record the NPCs proficiency bonus and challenge rating (another additional field preventing speedy monster creation in a bind). The stat blocks in the monster manual and other sources don't specify this, so what is the value in making me do it? Compact view vs Stat Block View Stat block fixes all the viewing issues when you look at it, it keeps the info concise, readable and is what I'd expect and want for a generic monster goon. But it's not editable unless I go back to the compact view, more busywork! It's frustrating because I love the additions to the 2024 sheet for a PC, and I think it's a lot easier, especially for new players. But with a few 1000 hours clocked in, I have an idea of what I need in a moment for a statblock and what I don't. I don't have the confidence with the new sheet to create a monster on the fly, something that was easy on the old sheet. TLDR; The NPC sheet is perfect for that complicated wizard guide, or for the BBEG, but for my goons, beasts and fodder, I need something a little more freely and quickly editable. I think for now I'll be sticking with 2014 for monsters.