Another mad idea (it's all go this weekend!). I know that having invisible walls that stop player movement but don't restrict vision is a long-standing feature request. In the meantime, I was wondering about trying to make an approximation like this: Draw paths on the gmlayer that represent invisible walls, mark them up in some way ("controlledby"?) Create invisible tokens under the player tokens on the map layer. Copy the players' token light/vision settings to these invisible tokens, and then set the players' actually tokens to be completely without light/vision When the players move their tokens, they won't see the dynamic light update, so the map won't open up immediately when they move. This is a bit of a bummer, because I think that's one of the really cool features of dynamic lighting, seeing the shadows move around as you drag your character around. But without proper support for invisible walls, I can't see a way around that. At worst it just means that characters might need to make a series of small moves rather than one big one. If the move is valid (doesn't cross an invisible wall), then the script moves the hidden token that contains their light setting to correspond with the new position of their token. Otherwise it moves the player token back to the invisible wall, and then moves the light token to that position instead. What do people think? I'm interested as much in whether people find that this is really a problem in actual play (I've only done a limited amount of real play on Roll20 so far, I'm trying to get it set up right for moving a F2F game online), and whether the loss of the "light moves as you drag" would outweigh the benefit of preventing players steaming ahead too far. Are there other ways to deal with this? I guess you can use FoW, but that's going to get really clunky really fast, since you can't script it. Given that you don't get live updates as tokens are dragged, I don't see any other way around it :-( EDIT: I guess an alternative would be to include lines on the DL layer that e.g. popped up some info text and a chat window button to the GM when a player ended their move next to them. The GM could push this button to clear the line and reveal the next bit of the map. This would allow you to have the dynamic lighting moving with token drag, but would have the downside of making it really obvious to the players where points of interest lay on the map - anywhere that their vision/movement suddenly stopped! Indeed, I guess this would be a problem even if Roll20 implemented invisible walls. With the original suggestion, they'd just get used to the fact that their vision didn't update until they dropped their token, and then they find out if something happens on the way to their intended destination that brings them up short... Cheers, Lucian