@Phil B. I, and many users of this forum can not vote for such things. Votes require 1+ year on the forums or paying for subscriptions. This is something that I'm really opposed to, as any vote is a free/voluntary effort from a user of the product to help make it better, and making it better is of value to everyone who uses the product. Many of your users, like myself, have no voice because of this. I actually had a forum thread I made about how the forums automatically closing discussions after 2 months is bad practice, and that post was closed by a moderator who suggested I post it for voting in the (locked) "Suggestions & Ideas" category, which again is something I can't do without voting points. That moderator has also not responded to the message I sent them about that. All I want is to help make Roll20 better, but closing discussions and walling off functionality to users is getting in the way. Not angry here, just frustrated and want to help. I plan on subscribing at some point, but that should not be a criteria for bug reports/voting on functionality/etc. That said, I don't know why voting for an external API is needed. That should have been high on the priority list since day 1. External APIs mean 3rd parties will develop products, services, applications, widgets, etc. around your product. This translates directly to more (free) value for your own product as an ecosystem is now built around it. It also means 3rd parties are developing new functionality/content that make your product feel fresh and relevant, even if (like now) it's not publicly showing indications of progress on its own. I'm sure plenty is going on behind the scenes, but none of that is transparent to regular users like myself. Everyone wins, and APIs are pretty easy to develop thanks to widely adopted standards and best practices. Again, this is all said with love and respect for the Roll20 product/team. If you need help from another senior developer/tech exec I'm happy to contribute what I can, even if it's just QA. @keithcurtis Good suggestion, and appreciate it! Sadly in my case that would not work. What I need is real time access to character data. Ideally things like max hit points and current hit points so I can do things like display health bars in the stream overlays, bloodied state (which I indicate manually with animated effects over player video) etc. Thanks again!