Hey there everyone, pretty much my first post ever here in roll20 and I've been loving dynamic lighting so far but, I've been messing with it recently and the thing is I've been trying my hand in all sorts of tabletops while having a blast as well, currently on a PTU fever and decided to DM my first game with the PTU system and so since it's a Pokemon oriented tabletop, I thought it'd be sensible to use Pokemon style maps and so I've been making custom maps with a map maker that lets me use the old gameboy game's templates along with even some Fire Emblem ones. Now as for the reasons I mention this is because I wished to know if anyone could help enlighten me with something. Since the maps are technically 2D with a 3Dish perspective, it makes the Dynamic lighting a bit more awkward when trying to work with certain objects or structures. I'm sure this would also pose a problem with the normal overhead mapping for something like say for example, a table, I want the table to have sensible reaction to the lighting and cast a shadow, but then if the players walk up to this said table, their line of sight would be blocked and they'd only see a black block in the place of the table. Is there no current way to have dynamic lighting work around this or restrict movement while at least still allowing a line of sight over the object? I'm sorry if this has been asked before, I've looked around for a few tutorials and tips on dynamic lighting and roll20 itself but so far it's mostly been things I already figured out or learned by now. Thanks in advance for any response to this silly subject.