Hi Rendelle Thanks for your input . This thread has made obvious I haven't explained the tool I'm requesting as well as I thought - your questions help me to know what still needs clarifying. Appreciate the workaround ideas . I have used the different Pages idea a bit, though in my situation the different combat locations are usually close - so tokens commonly will go back and forth between them. I think that idea might be particularly useful if you had combat going on in two locations where it wasn't possible for the characters to go back and forth between them - and therefore back and forth between the pages. Good thought on grouping some of the NPCs - it's not my practice or preference, which is one of the reasons I like a nice clear organized functional Turn Order tool so I can give each NPC their own spot on the list without slowing down the combat too much. However, I might consider it just to control the metagame leaks otherwise present from the phenomenon I'm describing. You make a good case for this workaround :-). Appreciate you laying out your thoughts on it. To address the confusion you mentioned , in straightforward encounters where the combat, say, occurs in one big room and all the PCs and NPCs can see each other , you are absolutely correct. In that situation, once the PCs run into the NPCs there really isn't much fog of war remaining and the phenomenon I describe, where the Turn Order is giving away a decent amount of metagame info, does not come into play. The combats I'm referring to are ones where the fight is happening, say, throughout a building and the PCs are not all together but in different rooms having gunfights or whatnot with different elements of their foes. Since these different foes are engaged with various PCs they have to be on the Token Layer and therefore their Turn Order entry is visible to all the players. But thanks to the R20 Dynamic Lighting and Line-of-Sight functions preventing any one player being able to see more than the foes in their room, it's typically difficult for any one PC (player) to easily piece together the magnitude of their opposition and leave them with trying to piece it together, "I'm fighting two bogies with auto-weapons in the library - where are you & what's your situation??" In that kind of combat the fog of war persists well past contact with the enemy - that contact necessitating the NPC tokens be on the Token Layer and therefore visible to all players on the Turn Order. So a player can only see the two tokens (foes) in his room but somewhat vaguely knows there's "a lot" more from the chatter from other players in different rooms. However, he sees that the Turn Order has 10 entries (all of which represent 10 foes currently engaged with at least one PC in one of the combat locations - and therefore must be on the Token Layer) that aren't PCs and says "Looks like there's ten foes total guys." That's what I'm trying to prevent. To keep things interesting, I tend to try to limit the simple one-big-room-where-everyone-can-see-everything encounters, so this phenomenon comes up quite a bit. Also important to note, is that this phenomenon of players noticing metagame info from the Turn Order occurs pretty organically, which is to say that the players aren't having to actively seek it out - "Why are your players looking for metagame info in the first place?" The players are, of course, looking at the Turn Order a fair amount during the combat - you can't help but notice if there's more like 3 entries that aren't PCs or more like 13 entries that aren't PCs. Thanks again for your ideas Rendelle. Request: So the tool I'm requesting is a simple toggle for every Turn Order entry that controls whether it's invisible to players irrespective of what layer that token is on.