Joseph M. said: The "Limb" and "1/3" values (which I assume are for reference to check when a limb is crippled or when you are below 1/3 HP) update based on Current HP? Is this intended? Glad you like it so far and thanks for the feedback. Good catch on that, fix will be included in next update. Joseph M. said: It would be nice if the stat block had FP across from HT. When filling out stat blocks this is a bit confusing. Might move HP and FP down a bit, upping Will and Per above, not sure. These are rarely updated after you fill them all in so not a big deal I think. Joseph M. said: Rolling attack skill and damage as part of the same roll seems like it might be a problem. If a player knows that they damage roll was very high, they are likely to retreat, throw extra effort, or some other thing in order to avoid, and likewise not bother with these things if the damage is low. Very good point though macros on the sheet are more for PCs (custom macros for NPCs is faster to use for GM I think), so unless they try to hit each other, shouldn't come up. That said, I'll see if I can squeeze something in there to solve that. Devindra P. said: Cool, it looks really nice; a lot more spread out than the sheet I made. Tabs are a good idea, I've been meaning to incorporate them into the other sheet as well. Thanks! And yea, that's why I started making my own in the first place, scrolling up and down all the time didn't make much sense to me. Code for them came from this forum actually, and that helped a lot. Devindra P. said: There were a few fields that I wasn't sure the purpose of from looking at the screenshots, I'm curious what the purpose of them are, "Limb" "1/3" "Combat Move" What's the table underneath the DR table? "KO" What is the CP column for skills? Limb & 1/3 are for quick reference (much like encumbrance, lifting max and many other fields) during play and because I had a bit of empty space here and there. This way, players can see immediately what's their 1/2 and 1/3 HP values and whatnot. Consider them space fillers or something :) Combat Move is the auto calculated value for your Basic Move with the selected "Combat Load-Out" encumbrance value included. Once again, for quick reference. Table underneath DR is actually a gaming help kit for quick calculation of Actual Damage Taken. Put in the Base Damage value of the blow you just received, the DR of the body party hit, specify if it's in the vitals or neck if needed, then the Damage type and press the Macro button. This will send YOU (and only you, to prevent spamming other players) the Actual damage you took, all DR and wounding modifiers included. "KO" is your HT check for Knockdown / Consciousness checks basically. Much like the "Death check" field, used for quick access and reference since it's meant to be based off HT, with advantages/disadvantages included already, so you don't have to remember about them all the time during play. The CP column can have many application during a given session, and are meant to be unchecked every new session but you can do whatever with them. The core idea was to indicate "this skill has been use to great effect during the session and gained a CP from that" and keep track of it. Other uses can be agreed upon by players and GM. It takes barely any space so if you don't use it, ignoring it is easy enough. Devindra P. said: Out of curiosity, I noticed in your readme that you are planning to add "Add field for maneuvers asking for it such as Ready, Change Posture, etc" Also, what is "Text-only Roll20". Is that a feature of some kind? I'd like to use it if so. Or are you just referring to people not using the graphical part. By text only I mean that no voice communication is used whatsoever, only in-game (roll20) text chat (with or without visual graphics, that's not related whatsoever). Many sheets out there are totally incompatible with this play style and ignore proper formatting, 100% inline rolls, in character emotes and the like. Since I play 100% text only (never using any voice comm whatsoever), that's why I decided to make my own sheets in the first place. The "Maneuver" macro is meant to allow for clean and formatted Maneuver declaration at the beginning of your turn during combat, then you resolve it. However, for some Maneuvers, additional information is required or the purpose of the declaration is lost. By adding a text field just below, it'll allow you to, for example, put in "broadsword" or "arrow" or "spell cast" or "kneeling" and whatnot in there, which will be automatically included in the Maneuver declaration macro. Devindra P. said: One suggestion I have is that your sheet feels very geared towards a sort of dungeoneering fantasy GURPS. You should consider making the location dropdown, and currency fields on the Inventory page more generic. That's true. As I said, at first, the idea was to make my own sheet the way I wanted it, then, figured might as well propose it. I'm not sure what you mean by "location dropdown", it's the default humanoid one as far as I know. I'll split hands into right and left but if you aiming at say a Wing or 3rd head or Tail, just use the "Other" text box to specific it. I'll add a "n/a" or "other" option in the location select maybe, just for that. As for coin, Silver is the Silver Dollar ($) as default in GURPS so most GURPS systems can just use that field. Otherwise, players and GM can easily agree upon what gold, copper and whatnot represent, or just keep track of all coins via Quick inventory. Devindra P. said: Just so you know, unfortunately Roll20 has said that they want one definitive sheet for each system. Probably would have been better to combine our efforts and made the single one a lot better, but oh well. Only one of the sheets will be available to non-Mentors, but of course, Mentors can always manually copy in the code from the repository into their campaign. Didn't know that no, didn't think about it either to be honest. As said, the sheet was for me first, then figured I might as well upload it because I kinda liked it and thought others might as well. No idea how roll20 will make the choice and not really concerned about it either. For most people out there playing GURPS, I'm sure either of the sheets will work just fine overall and if not, people can still use macros and the old system. Since this is GURPS and the core design choices are different, maybe roll20 will make an exception (CP tracking, no CP tracking) or maybe someone else will just make yet another sheet much better than anything we could make. It's still very early after the update, we'll see how all that goes in the week and months to come. Anyway, thanks for the feedback, keep them coming! I'll push some changes later this week. ++ G.